public override void Cleanup() { Utilities.Destroy(m_ProceduralSkyMaterial); }
public override void SetRenderTargets(BuiltinSkyParameters builtinParams) { // We do not bind the depth buffer as a depth-stencil target since it is // bound as a color texture which is then sampled from within the shader. Utilities.SetRenderTarget(builtinParams.renderContext, builtinParams.colorBuffer); }
public override void Build() { m_ProceduralSkyMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural"); }