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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_1, tex[1]); |
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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_VSM_2, tex[2]); |
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*/ |
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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[3]); |
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cb.SetGlobalTexture(HDShaderIDs._ShadowmapExp_PCF, tex[0]); |
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// TODO: Currently samplers are hard coded in ShadowContext.hlsl, so we can't really set them here
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}; |
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