Example #1
0
 void CreateRenderTarget()
 {
     // for receive result
     renderTarget     = SqUtility.CreateRT(attachedCam.pixelWidth, attachedCam.pixelHeight, 32, RenderTextureFormat.DefaultHDR, "Color(Normal) Target");
     transparentDepth = SqUtility.CreateRT(attachedCam.pixelWidth, attachedCam.pixelHeight, 32, RenderTextureFormat.Depth, "Transparent Depth");
     normalTarget     = SqUtility.CreateRT(attachedCam.pixelWidth, attachedCam.pixelHeight, 0, RenderTextureFormat.DefaultHDR, "Trans Normal Target");
     result           = SqUtility.CreateRT(attachedCam.pixelWidth, attachedCam.pixelHeight, 0, RenderTextureFormat.DefaultHDR, "Result");
 }
Example #2
0
    void InitLights()
    {
        int downSample = 1;

        // create collect shadows
        collectShadows = SqUtility.CreateRT(Screen.width >> downSample, Screen.height >> downSample, 0, RenderTextureFormat.ARGBHalf, "Collect Shadows");

        // create reflection rt
        reflectionRT = SqUtility.CreateRT(Mathf.CeilToInt(Screen.width * reflectionScale), Mathf.CeilToInt(Screen.height * reflectionScale), 0, RenderTextureFormat.ARGB32, "Reflection RT", true, true);

        // create ambient rt
        ambientRT = SqUtility.CreateRT(Mathf.CeilToInt(Screen.width * ambientScale), Mathf.CeilToInt(Screen.height * ambientScale), 0, RenderTextureFormat.ARGB32, "Ambient RT", true);

        InitSqLight(maxDirectionalLight, maxPointLight, maxSpotLight);
        InitRayShadow(collectShadows.GetNativeTexturePtr(), shadowScale);
        InitRayReflection(reflectionRT.GetNativeTexturePtr());
        InitRayAmbient(ambientRT.GetNativeTexturePtr(), ambientNoise.GetNativeTexturePtr());
    }