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return; |
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} |
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// TODO: Move allocation in separate method call in start of the render loop
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var cameraRT = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.ColorPyramid) |
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?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.ColorPyramid, m_BufferPyramid.AllocColorRT); |
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if (!hdCamera.frameSettings.enableRoughRefraction) |
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return; |
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// TODO: Move allocation in separate method call in start of the render loop
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var cameraRT = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.DepthPyramid) |
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?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.DepthPyramid, m_BufferPyramid.AllocDepthRT); |
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// (i.e. we have perform a flip, we need to flip the input texture)
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m_DebugFullScreen.SetFloat(HDShaderIDs._RequireToFlipInputTexture, hdCamera.camera.cameraType != CameraType.SceneView ? 1.0f : 0.0f); |
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m_DebugFullScreen.SetBuffer(HDShaderIDs._DebugScreenSpaceTracingData, m_DebugScreenSpaceTracingData); |
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m_DebugFullScreen.SetTexture(HDShaderIDs._DepthPyramidTexture, hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.DepthPyramid)); |
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HDUtils.DrawFullScreen(cmd, hdCamera, m_DebugFullScreen, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget); |
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PushColorPickerDebugTexture(hdCamera, cmd, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget); |
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