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{ |
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public Vector4 resolution; |
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public Vector2 sliceCount; |
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public Vector4 uvScaleAndLimit; // Necessary us to work with sub-allocation (resource aliasing) in the RTHandle system
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public Vector4 uvScaleAndLimit; // Necessary to work with sub-allocation (resource aliasing) in the RTHandle system
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public Vector4 depthEncodingParams; |
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public Vector4 depthDecodingParams; |
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bufferResolution = new Vector3Int(m_LightingBufferHandle.rt.width, m_LightingBufferHandle.rt.height, m_LightingBufferHandle.rt.volumeDepth); |
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} |
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// Start with the same parameters for both frames. Then update them one by one every frame.
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return new VBufferParameters(viewportResolution, bufferResolution, controlParams); |
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} |
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