public void RenderDepth() { if (_GenerateDepth) { Profiler.BeginSample("FogVolume Depth"); //Gimme scene depth // ThisCamera.cullingMask = ~(1 << LayerMask.NameToLayer("FogVolume"));//hide FogVolume ThisCamera.cullingMask = SceneCamera.cullingMask;//Render the same than scene camera Get_RT_Depth(ref RT_Depth, new int2(screenX, screenY), "RT_Depth"); _CameraRender.targetTexture = RT_Depth; _CameraRender.CameraShader = depthShader; _CameraRender.Render(); Shader.SetGlobalTexture("RT_Depth", _CameraRender.targetTexture); _CameraRender.CameraShader = null; Profiler.EndSample(); } else { Shader.SetGlobalTexture("RT_Depth", nullTex); } }
public void ConvolveFogVolume() { if (UniformFogCameraGO == null) { CreateUniformFogCamera(); } int2 resolution = new int2(screenX, screenY); GetRT(ref RT_FogVolumeConvolution, resolution, "RT_FogVolumeConvolution"); _CameraRender.targetTexture = RT_FogVolumeConvolution; _CameraRender.Render(); Shader.SetGlobalTexture("RT_FogVolumeConvolution", RT_FogVolumeConvolution); }