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s_PropertyBlock.SetVector(HDShaderIDs._BlitScaleBias, scaleBiasTex); |
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s_PropertyBlock.SetVector(HDShaderIDs._BlitScaleBiasRt, scaleBiasRT); |
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s_PropertyBlock.SetFloat(HDShaderIDs._BlitMipLevel, mipLevelTex); |
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cmd.DrawProcedural(Matrix4x4.identity, GetBlitMaterial(), bilinear ? 2 : 3, MeshTopology.Quads, 4, 1, s_PropertyBlock); |
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cmd.DrawProcedural(Matrix4x4.identity, GetBlitMaterial(), bilinear ? 3 : 2, MeshTopology.Quads, 4, 1, s_PropertyBlock); |
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} |
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public static void BlitTexture(CommandBuffer cmd, RTHandleSystem.RTHandle source, RTHandleSystem.RTHandle destination, Vector4 scaleBias, float mipLevel, bool bilinear) |
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