public override void Build(ClusterRenderPipeLineAsset hdAsset) { //m_InitPreFGD = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD"); //m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear); //m_PreIntegratedFGD.hideFlags = HideFlags.HideAndDontSave; //m_PreIntegratedFGD.filterMode = FilterMode.Bilinear; //m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp; //m_PreIntegratedFGD.hideFlags = HideFlags.DontSave; //m_PreIntegratedFGD.name = CoreUtils.GetRenderTargetAutoName(128, 128, RenderTextureFormat.ARGB2101010, "PreIntegratedFGD"); //m_PreIntegratedFGD.Create(); //m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */) //{ // hideFlags = HideFlags.HideAndDontSave, // wrapMode = TextureWrapMode.Clamp, // filterMode = FilterMode.Bilinear, // name = CoreUtils.GetTextureAutoName(k_LtcLUTResolution, k_LtcLUTResolution, TextureFormat.RGBAHalf, depth: 3, dim: TextureDimension.Tex2DArray, name: "LTC_LUT") //}; //LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, s_LtcGGXMatrixData); //LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf, s_LtcDisneyDiffuseMatrixData); //// TODO: switch to RGBA64 when it becomes available. //LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf, s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData); //m_LtcData.Apply(); //m_isInit = false; }
// Regular interface public virtual void Build(ClusterRenderPipeLineAsset hdAsset) { }