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if (!shadows) |
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{ |
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var setRT = CommandBufferPool.Get("Generate Small Shadow Buffer"); |
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setRT.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, 4, 4, 0, FilterMode.Bilinear, RenderTextureFormat.R8); |
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int shadowmapID = m_ShadowSettings.screenSpace ? m_ScreenSpaceShadowMapRTID : m_ShadowMapRTID; |
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setRT.GetTemporaryRT(shadowmapID, 4, 4, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); |
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setRT.Blit(Texture2D.whiteTexture, m_ScreenSpaceShadowMapRT); |
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context.ExecuteCommandBuffer(setRT); |
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} |
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