{
string temp;
if (enableMSAA)
temp = string.Format("RT_{0}x{1}_{2}_{3}{4}", width, height, format, mips ? "_Mips" : "", msaaSamples.ToString());
temp = string.Format("{0}x{1}_{2}{3}_{4}", width, height, format, mips ? "_Mips" : "", msaaSamples.ToString());
temp = string.Format("RT_{0}x{1}_{2}_{3}", width, height, format, mips ? "_Mips" : "");
temp = string.Format("{0}x{1}_{2}{3}", width, height, format, mips ? "_Mips" : "");
if (name != "")
temp = String.Format("{0}_{1}", name, temp);
}
temp = String.Format("{0}_{1}", name == "" ? "RenderTarget" : name, temp);
return temp;
if (category == RTCategory.MSAA)
rt.antiAliasing = (int)s_ScaledRTCurrentMSAASamples;
rt.name = CoreUtils.GetRenderTargetAutoName(width, height, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA : category == RTCategory.MSAA, msaaSamples: s_ScaledRTCurrentMSAASamples);
rt.name = CoreUtils.GetRenderTargetAutoName(rt.width, rt.height, rt.format, rth.m_Name, mips: rt.useMipMap, enableMSAA : category == RTCategory.MSAA, msaaSamples: s_ScaledRTCurrentMSAASamples);
rt.Create();
for (int dbufferIndex = 0; dbufferIndex < m_BufferCount; ++dbufferIndex)
m_RTs[dbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point, name: "DBuffer");
m_RTs[dbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point, name: string.Format("DBuffer{0}", dbufferIndex));
m_RTIDs[dbufferIndex] = m_RTs[dbufferIndex].nameID;
m_TextureShaderIDs[dbufferIndex] = HDShaderIDs._DBufferTexture[dbufferIndex];
for (int gbufferIndex = 0; gbufferIndex < m_GBufferCount; ++gbufferIndex)
m_RTs[gbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: "GBuffer");
m_RTs[gbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: string.Format("GBuffer{0}", gbufferIndex));
m_RTIDs[gbufferIndex] = m_RTs[gbufferIndex].nameID;
m_TextureShaderIDs[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];
m_RTIDsNoShadowMask[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];