Closed yaoyao-cn closed 9 months ago
I use SV_Coverage to optimize the MSAA resolve pass, now I use it like this:
#ifdef RENDERER_API_D3D12 Out.pm = In.coverage; #else Out.pm = gl_SampleMaskIn[0] ; #endif
which is not very convenient
Thanks for submitting this. I add an issue to our internal issue list for this.
I think this is in the next release.
Fixed with latest release
I use SV_Coverage to optimize the MSAA resolve pass, now I use it like this:
which is not very convenient