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m_FilterSubsurfaceScattering.SetVectorArray("_HalfRcpWeightedVariances", sssParameters.halfRcpWeightedVariances); |
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cmd.SetGlobalTexture("_IrradianceSource", m_CameraSubsurfaceBufferRT); |
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Utilities.DrawFullScreen(cmd, m_FilterSubsurfaceScattering, hdCamera, m_CameraFilteringBufferRT, m_CameraDepthStencilBufferRT); |
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context.ExecuteCommandBuffer(cmd); // Does not work if I don't execute the command buffer in between the draws.
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// Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting.
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m_FilterAndCombineSubsurfaceScattering.SetFloatArray("_WorldScales", sssParameters.worldScales); |
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