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m_NormalBufferManager.InitNormalBuffers(m_GbufferManager, m_Asset.renderPipelineSettings); |
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m_CameraColorBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, enableRandomWrite: true, enableMSAA: true, useMipMap: false, name: "CameraColor"); |
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m_CameraColorBufferMipChain = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, enableRandomWrite: true, enableMSAA: true, useMipMap: true, autoGenerateMips: false, name: "CameraColorBufferMipChain"); |
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m_CameraColorBufferMipChain = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, enableRandomWrite: true, enableMSAA: false, useMipMap: true, autoGenerateMips: false, name: "CameraColorBufferMipChain"); |
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m_CameraSssDiffuseLightingBuffer = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.RGB111110Float, sRGB: false, enableRandomWrite: true, enableMSAA: true, name: "CameraSSSDiffuseLighting"); |
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m_CameraDepthStencilBuffer = RTHandles.Alloc(Vector2.one, depthBufferBits: DepthBits.Depth32, colorFormat: RenderTextureFormat.Depth, filterMode: FilterMode.Point, bindTextureMS: true, enableMSAA: true, name: "CameraDepthStencil"); |
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