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bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None; |
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bool supportsDepthTarget = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth); |
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bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy); |
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bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0; |
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// TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision.
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// currently disabling it until shader changes kick in.
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//bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
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bool msaaDepthResolve = false; |
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return supportsDepthCopy || msaaDepthResolve; |
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} |
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