|
|
|
|
|
|
{ |
|
|
|
// Currently, Unity does not offer a way to access the GCN HTile even on PS4 and Xbox One.
|
|
|
|
// Therefore, it's computed in a pixel shader, and optimized to only contain the SSS bit.
|
|
|
|
|
|
|
|
// Clear the HTile texture. TODO: move this to ClearBuffers(). Clear operations must be batched!
|
|
|
|
HDUtils.SetRenderTarget(cmd, hdCamera, depthStencilBufferRT); // No need for color buffer here
|
|
|
|
HDUtils.SetRenderTarget(cmd, hdCamera, depthStencilBufferRT); // No need for color buffer here
|
|
|
|
CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, null, 2); |
|
|
|
cmd.ClearRandomWriteTargets(); |
|
|
|
} |
|
|
|