Moved Haze pass to be before transparency pass.

This commit is contained in:
Nissim Hadar 2017-11-07 11:48:46 -08:00
parent 85efe5265d
commit 803e5d143d

View file

@ -159,6 +159,9 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Similar to light stage, background stage has been filled by several potential render items and resolved for the frame in this job
task.addJob<DrawBackgroundStage>("DrawBackgroundDeferred", lightingModel);
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
task.addJob<DrawHaze>("DrawHazeDeferred", drawHazeInputs);
// Render transparent objects forward in LightingBuffer
const auto transparentsInputs = DrawDeferred::Inputs(transparents, lightingModel).asVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
@ -169,9 +172,6 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
}
const auto drawHazeInputs = render::Varying(DrawHaze::Inputs(hazeModel, lightingFramebuffer, linearDepthTarget, deferredFrameTransform, lightingFramebuffer));
task.addJob<DrawHaze>("DrawHaze", drawHazeInputs);
const auto toneAndPostRangeTimer = task.addJob<BeginGPURangeTimer>("BeginToneAndPostRangeTimer", "PostToneOverlaysAntialiasing");
// Lighting Buffer ready for tone mapping