private void Render(CommandBuffer cmd, RenderTargetIdentifier target, ShaderPasses pass) { cmd.SetRenderTarget( target, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, target, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare ); cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Material, 0, (int)pass); }
private void Render(CommandBuffer cmd, RTHandle target, ShaderPasses pass) { CoreUtils.SetRenderTarget( cmd, target, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.None, Color.clear ); cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Material, 0, (int)pass); }
private void RenderAndSetBaseMap(CommandBuffer cmd, RenderTargetIdentifier baseMap, RenderTargetIdentifier target, ShaderPasses pass) { cmd.SetGlobalTexture(s_BaseMapID, baseMap); Render(cmd, target, pass); }
private void RenderAndSetBaseMap(CommandBuffer cmd, RTHandle baseMap, RTHandle target, ShaderPasses pass) { cmd.SetGlobalTexture(s_BaseMapID, baseMap.nameID); Render(cmd, target, pass); }