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VolumetricLightingPreset m_VolumetricLightingPreset = VolumetricLightingPreset.Normal; |
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ComputeShader m_VolumetricLightingCS { get { return m_Asset.renderPipelineResources.volumetricLightingCS; } } |
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float m_VBufferNearPlane = 0.5f; // Distance in meters; dynamic modifications not handled by reprojection
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float m_VBufferNearPlane = 0.5f; // Distance in meters; dynamic modifications not handled by reprojection
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float m_VBufferFarPlane = 64.0f; // Distance in meters; dynamic modifications not handled by reprojection
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const uint m_VBufferCount = 3; // 0 and 1 - history (prev) and feedback (next), 2 - integral (curr)
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for (uint i = 0; i < m_VBufferCount; i++) |
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{ |
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m_VBufferLighting[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear); // UAV with ARGBHalf appears to be broken...
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m_VBufferLighting[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); |
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m_VBufferLighting[i].filterMode = FilterMode.Bilinear; // Custom trilinear
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m_VBufferLighting[i].dimension = TextureDimension.Tex3D; // TODO: request the thick 3D tiling layout
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m_VBufferLighting[i].volumeDepth = d; |
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