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m_LightSpotDirections = new Vector4[maxVisibleLocalLights]; |
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m_LightSpotAttenuations = new Vector4[maxVisibleLocalLights]; |
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// TODO: HDR
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m_ColorFormat = RenderTextureFormat.Default; |
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m_BlitMaterial = renderer.GetMaterial(MaterialHandles.Blit); |
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m_ErrorMaterial = renderer.GetMaterial(MaterialHandles.Error); |
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public override void Setup(CommandBuffer cmd, RenderTextureDescriptor baseDescriptor, int[] colorAttachmentHandles, int depthAttachmentHandle = -1, int samples = 1) |
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{ |
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base.Setup(cmd, baseDescriptor, colorAttachmentHandles, depthAttachmentHandle, samples); |
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m_ColorFormat = baseDescriptor.colorFormat; |
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descriptor.colorFormat = m_ColorFormat; |
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descriptor.enableRandomWrite = false; |
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cmd.GetTemporaryRT(colorAttachmentHandle, descriptor, FilterMode.Bilinear); |
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} |
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