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BuildShadowSettings(); |
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m_ShadowMapProperty = Shader.PropertyToID("_ShadowMap"); |
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m_ShadowMapRTID = new RenderTargetIdentifier(m_ShadowMapProperty); |
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Shader.globalRenderPipeline = "LightweightPipeline"; |
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} |
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public override void Dispose() |
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{ |
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Shader.globalRenderPipeline = ""; |
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var prevPipe = Shader.globalRenderPipeline; |
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Shader.globalRenderPipeline = "LightweightPipeline"; |
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base.Render(context, cameras); |
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foreach (Camera camera in cameras) |
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