PBRDeferredHWDepth.xml 1.9 KB

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  1. <renderpath>
  2. <rendertarget name="specular" sizedivisor="1 1" format="rgba16f" />
  3. <rendertarget name="albedo" sizedivisor="1 1" format="rgba16f" />
  4. <rendertarget name="normal" sizedivisor="1 1" format="rgba16f" />
  5. <rendertarget name="depth" sizedivisor="1 1" format="readabledepth" />
  6. <command type="clear" color="0 0 0 0" depth="1.0" stencil="0" depthstencil="depth" />
  7. <command type="clear" color="0 0 0 0" output="albedo" depthstencil="depth"/>
  8. <command type="clear" color="0 0 0 0" output="specular" depthstencil="depth" />
  9. <command type="clear" color="0 0 0 0" output="normal" depthstencil="depth" />
  10. <command type="clear" color="0 0 0 0" depth="1.0" output="depth" depthstencil="depth" />
  11. <command type="scenepass" pass="base" vertexlights="true" metadata="base" depthstencil="depth" />
  12. <command type="scenepass" pass="deferred" marktostencil="true" vertexlights="true" metadata="gbuffer" depthstencil="depth">
  13. <output index="0" name="specular" />
  14. <output index="1" name="albedo" />
  15. <output index="2" name="normal" />
  16. </command>
  17. <command type="lightvolumes" vs="PBRDeferred" ps="PBRDeferred" psdefines="PBRDEFERRED PBR HWDEPTH" vsdefines="PBR" output="viewport" depthstencil="depth">
  18. <texture unit="specular" name="specular" />
  19. <texture unit="albedo" name="albedo" />
  20. <texture unit="normal" name="normal" />
  21. <texture unit="depth" name="depth" />
  22. </command>
  23. <command type="scenepass" pass="postopaque" depthstencil="depth"/>
  24. <command type="scenepass" pass="refract" depthstencil="depth">
  25. <texture unit="environment" name="viewport" />
  26. </command>
  27. <command type="scenepass" pass="alpha" vertexlights="true" sort="backtofront" metadata="alpha" depthstencil="depth" psdefines="HWDEPTH">
  28. <texture unit="depth" name="depth" />
  29. </command>
  30. <command type="scenepass" pass="postalpha" sort="backtofront" depthstencil="depth" />
  31. </renderpath>