Esempio n. 1
0
 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);
        }