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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._AmbientOcclusionTexture, HDShaderIDs._AmbientOcclusionTexture); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture ? skyTexture : m_DefaultTexture2DArray); |
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cmd.SetComputeFloatParam(deferredComputeShader, HDShaderIDs._SkyTextureMipCount, skyTextureMipCount); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.specularLightingUAV, colorBuffers[0]); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.diffuseLightingUAV, colorBuffers[1]); |
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