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// clustered light list specific buffers and data begin
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public bool enableClustered = false; |
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public bool disableFptlWhenClustered = false; // still useful on opaques
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public bool enableBigTilePrepass = false; |
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public bool enableBigTilePrepass = true; |
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public bool enableDrawLightBoundsDebug = false; |
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public bool enableDrawTileDebug = false; |
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const bool k_UseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass)
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