public CompactDeferred(CompactDeferredAsset asset) { m_asset = asset; Shader.globalRenderPipeline = PIPELINE_NAME; g_dummyRT = Shader.PropertyToID("g_dummyRT"); //m_cs_ExtractVisibility = m_ResolveCS.FindKernel("ExtractCoverage"); //m_cs_DebugVisibilityBuffer = m_ResolveCS.FindKernel("DebugShowVertexID"); //m_cs_AtlasPacking = m_ResolveCS.FindKernel("AtlasPacking"); //m_cs_CopyDataToPreFrameBuffer = m_ResolveCS.FindKernel("CopyDataToPreFrameBuffer"); g_GBuffer0 = Shader.PropertyToID("g_GBuffer0"); g_GBuffer1 = Shader.PropertyToID("g_GBuffer1"); g_GBuffer2 = Shader.PropertyToID("g_GBuffer2"); g_GBuffer3 = Shader.PropertyToID("g_GBuffer3"); //g_PosBuffer = Shader.PropertyToID("g_PosBuffer"); g_Depth = Shader.PropertyToID("g_Depth"); g_Buffer0RT = new RenderTargetIdentifier(g_GBuffer0); g_Buffer1RT = new RenderTargetIdentifier(g_GBuffer1); g_Buffer2RT = new RenderTargetIdentifier(g_GBuffer2); g_Buffer3RT = new RenderTargetIdentifier(g_GBuffer3); clusteredLightning = new ClusteredLightning(m_asset.clusteredLightning); }
public SimpleForward(SimpleForwardAsset asset) { this.asset = asset; Shader.globalRenderPipeline = RENDERPIPELINE_NAME; clusteredLightning = new ClusteredLightning(asset.clusteredLightning); }