public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { //cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point); depthAttachmentHandle.GetTemporary(cmd, descriptor, FilterMode.Point); ConfigureTarget(depthAttachmentHandle.Identifier()); ConfigureClear(ClearFlag.Depth, Color.black); }
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { //cmd.GetTemporaryRT(m_ScreenSpaceShadowmap.id, m_RenderTextureDescriptor, FilterMode.Bilinear); m_ScreenSpaceShadowmap.GetTemporary(cmd, m_RenderTextureDescriptor, FilterMode.Bilinear); // Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that // doesn't like null sources when trying to determine a stereo-ized blit. So for proper // stereo functionality, we use the screen-space shadow map as the source (until we have // a better solution). // An alternative would be DrawProcedural, but that would require further changes in the shader. RenderTargetIdentifier screenSpaceOcclusionTexture = m_ScreenSpaceShadowmap.Identifier(); ConfigureTarget(screenSpaceOcclusionTexture); ConfigureClear(ClearFlag.All, Color.white); }