protected override void Init(PipelineResources resources) { hizDepth = new HizDepth(); hizDepth.InitHiZ(resources); linearMat = new Material(resources.linearDepthShader); Application.targetFrameRate = int.MaxValue; }
protected override void Init(PipelineResources resources) { hizDepth = new HizDepth(); hizDepth.InitHiZ(resources); linearMat = new Material(resources.shaders.linearDepthShader); linearDrawerMat = new Material(resources.shaders.linearDrawerShader); }
protected override void Init(PipelineResources resources) { linearMat = new Material(resources.shaders.linearDepthShader); linearDrawerMat = new Material(resources.shaders.linearDrawerShader); motionVecMat = new Material(resources.shaders.motionVectorShader); if (useHiZ) { hizDepth.InitHiZ(resources, new Vector2(Screen.width, Screen.height)); clusterMat = new Material(resources.shaders.clusterRenderShader); } ao = RenderPipeline.GetEvent <AOEvents>(); reflection = RenderPipeline.GetEvent <ReflectionEvent>(); proper = RenderPipeline.GetEvent <PropertySetEvent>(); downSampleMat = new Material(resources.shaders.depthDownSample); }
protected override void Init(PipelineResources resources) { decalEvt.Init(resources); linearMat = new Material(resources.shaders.linearDepthShader); linearDrawerMat = new Material(resources.shaders.linearDrawerShader); if (useHiZ) { #if UNITY_EDITOR if (Application.isPlaying) { #endif hizDepth.InitHiZ(resources); clusterMat = new Material(resources.shaders.clusterRenderShader); #if UNITY_EDITOR } #endif } ao = RenderPipeline.GetEvent <AOEvents>(); reflection = RenderPipeline.GetEvent <ReflectionEvent>(); proper = RenderPipeline.GetEvent <PropertySetEvent>(); }
protected override void Init(PipelineResources resources) { decalEvt.Init(resources); linearMat = new Material(resources.shaders.linearDepthShader); linearDrawerMat = new Material(resources.shaders.linearDrawerShader); motionVecMat = new Material(resources.shaders.motionVectorShader); if (useHiZ) { #if UNITY_EDITOR if (Application.isPlaying) { #endif hizDepth.InitHiZ(resources, new Vector2(Screen.width, Screen.height)); clusterMat = new Material(resources.shaders.clusterRenderShader); #if UNITY_EDITOR } #endif } ao = RenderPipeline.GetEvent <AOEvents>(); reflection = RenderPipeline.GetEvent <ReflectionEvent>(); proper = RenderPipeline.GetEvent <PropertySetEvent>(); downSampleMat = new Material(resources.shaders.depthDownSample); }