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}; |
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m_DepthPyramidKernel = m_DepthPyramidCS.FindKernel("KMain"); |
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m_DepthPyramidBuffer = HDShaderIDs._DepthPyramidTexture; |
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m_DepthPyramidBuffer = HDShaderIDs._PyramidDepthTexture; |
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m_DepthPyramidBufferRT = new RenderTargetIdentifier(m_DepthPyramidBuffer); |
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m_DepthPyramidBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.RFloat, 0) |
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{ |
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PushFullScreenDebugDepthMip(cmd, m_DepthPyramidBufferRT, lodCount, m_DepthPyramidBufferDesc, hdCamera, debugMode); |
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cmd.SetGlobalTexture(HDShaderIDs._DepthPyramidTexture, m_DepthPyramidBuffer); |
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cmd.SetGlobalTexture(HDShaderIDs._PyramidDepthTexture, m_DepthPyramidBuffer); |
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for (int i = 0; i < lodCount + 1; i++) |
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cmd.ReleaseTemporaryRT(HDShaderIDs._DepthPyramidMips[i]); |
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