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{ |
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if (preset == VolumetricLightingPreset.Off) return; |
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// Modify the near plane.
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// Warning: it can screw up the reprojection. However, we have to do it in order for clustered lighting to work correctly.
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m_VBufferNearPlane = camera.camera.nearClipPlane; |
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HomogeneousDensityVolume globalVolume = HomogeneousDensityVolume.GetGlobalHomogeneousDensityVolume(); |
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// TODO: may want to cache these results somewhere.
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