/// <summary> /// Map all render target inputs to link the shaders /// </summary> public override void MapInputs() { // Map the renderer inputs to outputs gBuffer.SetInputs(null); depth.SetInputs(null); lights.SetInputs(gBuffer.outputs[0], gBuffer.outputs[1], gBuffer.outputs[3], depth.outputs[0]); composite.SetInputs(gBuffer.outputs[2], lights.outputs[0], ssao.outputs[0], gBuffer.outputs[1]); copy.SetInputs(composite.outputs); blur.SetInputs(composite.outputs); ssao.SetInputs(gBuffer.outputs[0], gBuffer.outputs[1]); dof.SetInputs(composite.outputs[0], copy.outputs[0], gBuffer.outputs[1]); bloom.SetInputs(dof.outputs); composite.includeSSAO = false; // Set the debug targets debugRenderTargets.Add(gBuffer.outputs[2]); debugRenderTargets.Add(gBuffer.outputs[0]); debugRenderTargets.Add(lights.outputs[0]); debugRenderTargets.Add(depth.outputs[0]); }
/// <summary> /// Map all render target inputs to link the shaders /// </summary> public override void MapInputs() { // Map the renderer inputs to outputs smallGBuffer.SetInputs(null); diffuse.SetInputs(null); depth.SetInputs(null); lights.SetInputs(smallGBuffer.outputs[0], smallGBuffer.outputs[1], diffuse.outputs[0], depth.outputs[0]); ssao.SetInputs(smallGBuffer.outputs); composite.SetInputs(diffuse.outputs[0], lights.outputs[0], ssao.outputs[0], smallGBuffer.outputs[1]); fxaa.SetInputs(composite.outputs); blur.SetInputs(composite.outputs); copy.SetInputs(composite.outputs); dof.SetInputs(composite.outputs[0], copy.outputs[0], smallGBuffer.outputs[1]); bloom.SetInputs(composite.outputs); (composite as CompositeShader).includeSSAO = false; // Set the debug targets debugRenderTargets.Add(diffuse.outputs[0]); debugRenderTargets.Add(smallGBuffer.outputs[0]); debugRenderTargets.Add(lights.outputs[0]); debugRenderTargets.Add(depth.outputs[0]); }