rendering: thread global shader keywords into builtin variants
This commit is contained in:
@@ -45,6 +45,17 @@ std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
|
||||
return std::make_unique<Pipelines::BuiltinForwardPipeline>();
|
||||
}
|
||||
|
||||
Resources::ShaderKeywordSet BuildSceneGlobalShaderKeywords(
|
||||
const RenderSceneData& sceneData) {
|
||||
Resources::ShaderKeywordSet keywords = {};
|
||||
if (sceneData.lighting.HasMainDirectionalShadow()) {
|
||||
keywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
|
||||
}
|
||||
|
||||
Resources::NormalizeShaderKeywordSetInPlace(keywords);
|
||||
return keywords;
|
||||
}
|
||||
|
||||
bool InitializeStandalonePass(
|
||||
RenderPass* pass,
|
||||
const RenderContext& context) {
|
||||
@@ -563,6 +574,7 @@ bool CameraRenderer::BuildSceneDataForRequest(
|
||||
outSceneData.lighting.mainDirectionalShadow =
|
||||
BuildDirectionalShadowData(request.directionalShadow, shadowMapView);
|
||||
}
|
||||
outSceneData.globalShaderKeywords = BuildSceneGlobalShaderKeywords(outSceneData);
|
||||
|
||||
outSceneData.cameraData.clearFlags = request.clearFlags;
|
||||
outSceneData.environment = BuildEnvironmentData(request);
|
||||
|
||||
Reference in New Issue
Block a user