/// <summary>
        /// Map all render target inputs to link the shaders
        /// </summary>

        public override void MapInputs()
        {
            // Map the renderer inputs to outputs
            forward.SetInputs(null);
            depth.SetInputs(null);
            //copy.SetInputs(forward.outputs);
            //blur.SetInputs(forward.outputs);
            bloom.SetInputs(forward.outputs);

            // Set the debug targets
            debugRenderTargets.Add(forward.outputs[0]);
            debugRenderTargets.Add(depth.outputs[0]);
        }
        /// <summary>
        /// Map all render target inputs to link the shaders
        /// </summary>

        public override void MapInputs()
        {
            // Map the renderer inputs to outputs
            gBuffer.SetInputs(null);
            depth.SetInputs(null);
            lights.SetInputs(gBuffer.outputs[0], gBuffer.outputs[1],
                             gBuffer.outputs[3], depth.outputs[0]);
            composite.SetInputs(gBuffer.outputs[2], lights.outputs[0], ssao.outputs[0], gBuffer.outputs[1]);
            copy.SetInputs(composite.outputs);
            blur.SetInputs(composite.outputs);
            ssao.SetInputs(gBuffer.outputs[0], gBuffer.outputs[1]);
            dof.SetInputs(composite.outputs[0], copy.outputs[0], gBuffer.outputs[1]);
            bloom.SetInputs(dof.outputs);

            composite.includeSSAO = false;

            // Set the debug targets
            debugRenderTargets.Add(gBuffer.outputs[2]);
            debugRenderTargets.Add(gBuffer.outputs[0]);
            debugRenderTargets.Add(lights.outputs[0]);
            debugRenderTargets.Add(depth.outputs[0]);
        }
Example #3
0
        /// <summary>
        /// Map all render target inputs to link the shaders
        /// </summary>

        public override void MapInputs()
        {
            // Map the renderer inputs to outputs
            smallGBuffer.SetInputs(null);
            diffuse.SetInputs(null);
            depth.SetInputs(null);
            lights.SetInputs(smallGBuffer.outputs[0], smallGBuffer.outputs[1], diffuse.outputs[0], depth.outputs[0]);
            ssao.SetInputs(smallGBuffer.outputs);
            composite.SetInputs(diffuse.outputs[0], lights.outputs[0], ssao.outputs[0], smallGBuffer.outputs[1]);
            fxaa.SetInputs(composite.outputs);
            blur.SetInputs(composite.outputs);
            copy.SetInputs(composite.outputs);
            dof.SetInputs(composite.outputs[0], copy.outputs[0], smallGBuffer.outputs[1]);
            bloom.SetInputs(composite.outputs);

            (composite as CompositeShader).includeSSAO = false;

            // Set the debug targets
            debugRenderTargets.Add(diffuse.outputs[0]);
            debugRenderTargets.Add(smallGBuffer.outputs[0]);
            debugRenderTargets.Add(lights.outputs[0]);
            debugRenderTargets.Add(depth.outputs[0]);
        }