void InitShadowmap() { bool dynamic = (m_ShadowmapMode == LightShaftsShadowmapMode.Dynamic); if (dynamic && m_ShadowmapMode != m_ShadowmapModeOld) { // Destroy static render textures, we only need temp now if (m_Shadowmap) { m_Shadowmap.Release(); } if (m_ColorFilter) { m_ColorFilter.Release(); } } InitRenderTexture(ref m_Shadowmap, m_ShadowmapRes, m_ShadowmapRes, 24, RenderTextureFormat.RFloat, dynamic); m_Shadowmap.filterMode = FilterMode.Point; m_Shadowmap.wrapMode = TextureWrapMode.Clamp; if (m_Colored) { InitRenderTexture(ref m_ColorFilter, m_ShadowmapRes, m_ShadowmapRes, 0, RenderTextureFormat.ARGB32, dynamic); } m_ShadowmapModeOld = m_ShadowmapMode; }
void InitShadowmap() { bool dynamic = (m_ShadowmapMode == LightShaftsShadowmapMode.Dynamic); if (dynamic && m_ShadowmapMode != m_ShadowmapModeOld) { // Destroy static render textures, we only need temp now if (m_Shadowmap) m_Shadowmap.Release(); if (m_ColorFilter) m_ColorFilter.Release(); } InitRenderTexture(ref m_Shadowmap, m_ShadowmapRes, m_ShadowmapRes, 24, RenderTextureFormat.RFloat, dynamic); m_Shadowmap.filterMode = FilterMode.Point; m_Shadowmap.wrapMode = TextureWrapMode.Clamp; if (m_Colored) InitRenderTexture(ref m_ColorFilter, m_ShadowmapRes, m_ShadowmapRes, 0, RenderTextureFormat.ARGB32, dynamic); m_ShadowmapModeOld = m_ShadowmapMode; }