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bindTextureMS = false; |
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} |
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// MSAA Does not support random read/write.
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if (allocForMSAA && enableRandomWrite == true) |
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{ |
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Debug.LogWarning("RTHandle allocated with MSAA can't be enableRandomWrite."); |
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enableRandomWrite = false; |
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} |
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bool UAV = allocForMSAA ? false : enableRandomWrite; // MSAA Does not support random read/write.
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bool UAV = enableRandomWrite; |
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RTCategory category = allocForMSAA ? RTCategory.MSAA : RTCategory.Regular; |
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var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
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