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// stereo functionality, we use the screen-space shadow map as the source (until we have
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// a better solution).
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// An alternative would be DrawProcedural, but that would require further changes in the shader.
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cmd.SetRenderTarget(m_ScreenSpaceShadowMapRT); |
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cmd.ClearRenderTarget(true, true, Color.white); |
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cmd.Blit(m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowsMaterial); |
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StartStereoRendering(ref context, frameRenderingConfiguration); |
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