public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer buffer  = data.buffer;
            ComputeShader scatter = data.resources.volumetricScattering;

            if (cbdr.lightFlag == 0)
            {
                cbdr.cubemapShadowArray = null;
                cbdr.dirLightShadowmap  = null;
                return;
            }
            int pass = 0;

            if (cbdr.cubemapShadowArray != null)
            {
                pass |= 0b001;
            }
            if (cbdr.dirLightShadowmap != null)
            {
                pass |= 0b010;
            }
            buffer.SetGlobalFloat(ShaderIDs._MaxDistance, availableDistance);
            buffer.SetGlobalInt(ShaderIDs._FrameCount, Time.frameCount);
            HistoryVolumetric historyVolume = IPerCameraData.GetProperty(cam, () => new HistoryVolumetric());
            //Volumetric Light
            RenderTextureDescriptor desc = new RenderTextureDescriptor
            {
                autoGenerateMips   = false,
                bindMS             = false,
                colorFormat        = RenderTextureFormat.ARGBHalf,
                depthBufferBits    = 0,
                dimension          = TextureDimension.Tex3D,
                enableRandomWrite  = true,
                height             = downSampledSize.y,
                width              = downSampledSize.x,
                memoryless         = RenderTextureMemoryless.None,
                msaaSamples        = 1,
                shadowSamplingMode = ShadowSamplingMode.None,
                sRGB        = false,
                useMipMap   = false,
                volumeDepth = downSampledSize.z,
                vrUsage     = VRTextureUsage.None
            };

            buffer.GetTemporaryRT(ShaderIDs._VolumeTex, desc, FilterMode.Bilinear);
            if (!historyVolume.lastVolume)
            {
                historyVolume.lastVolume            = new RenderTexture(desc);
                historyVolume.lastVolume.filterMode = FilterMode.Bilinear;
                historyVolume.lastVolume.wrapMode   = TextureWrapMode.Clamp;
                historyVolume.lastVolume.Create();
                buffer.SetGlobalFloat(ShaderIDs._TemporalWeight, 0);
            }
            else
            {
                if (historyVolume.lastVolume.volumeDepth != desc.volumeDepth)
                {
                    historyVolume.lastVolume.Release();
                    historyVolume.lastVolume.volumeDepth = desc.volumeDepth;
                    historyVolume.lastVolume.Create();
                    buffer.SetGlobalFloat(ShaderIDs._TemporalWeight, 0);
                }
                else
                {
                    buffer.SetGlobalFloat(ShaderIDs._TemporalWeight, 0.7f);
                }
            }
            buffer.SetGlobalVector(ShaderIDs._NearFarClip, new Vector4(cam.cam.farClipPlane / availableDistance, cam.cam.nearClipPlane / availableDistance, cam.cam.nearClipPlane));
            buffer.SetGlobalVector(ShaderIDs._Screen_TexelSize, new Vector4(1f / cam.cam.pixelWidth, 1f / cam.cam.pixelHeight, cam.cam.pixelWidth, cam.cam.pixelHeight));
            buffer.SetComputeBufferParam(scatter, pass, ShaderIDs._AllPointLight, cbdr.allPointLightBuffer);
            buffer.SetComputeTextureParam(scatter, pass, ShaderIDs._FroxelTileLightList, cbdr.froxelTileLightList);
            buffer.SetComputeBufferParam(scatter, pass, ShaderIDs._RandomBuffer, randomBuffer);
            buffer.SetComputeTextureParam(scatter, pass, ShaderIDs._VolumeTex, ShaderIDs._VolumeTex);
            buffer.SetComputeTextureParam(scatter, scatterPass, ShaderIDs._VolumeTex, ShaderIDs._VolumeTex);
            buffer.SetComputeTextureParam(scatter, pass, ShaderIDs._LastVolume, historyVolume.lastVolume);
            buffer.SetComputeTextureParam(scatter, pass, ShaderIDs._DirShadowMap, cbdr.dirLightShadowmap);
            buffer.SetComputeTextureParam(scatter, pass, ShaderIDs._CubeShadowMapArray, cbdr.cubemapShadowArray);
            buffer.SetGlobalVector(ShaderIDs._RandomSeed, (float4)(rand.NextDouble4() * 1000 + 100));

            cbdr.cubemapShadowArray = null;
            cbdr.dirLightShadowmap  = null;
            buffer.SetComputeIntParam(scatter, ShaderIDs._LightFlag, (int)cbdr.lightFlag);
            buffer.DispatchCompute(scatter, pass, downSampledSize.x / 8, downSampledSize.y / 2, downSampledSize.z / marchStep);
            buffer.CopyTexture(ShaderIDs._VolumeTex, historyVolume.lastVolume);
            buffer.DispatchCompute(scatter, scatterPass, downSampledSize.x / 32, downSampledSize.y / 2, 1);
            buffer.BlitSRT(cam.targets.renderTargetIdentifier, volumeMat, 0);
            buffer.ReleaseTemporaryRT(ShaderIDs._VolumeTex);
            cbdr.lightFlag = 0;
            PipelineFunctions.ExecuteCommandBuffer(ref data);
        }