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if (shadows && m_ShadowSettings.screenSpace) |
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ShadowCollectPass(visibleLights, ref context, ref lightData, frameRenderingConfiguration); |
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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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if (m_ShadowSettings.screenSpace) |
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setRT.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, 4, 4, 0, FilterMode.Bilinear, m_ShadowSettings.screenspaceShadowmapTextureFormat); |
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else |
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setRT.GetTemporaryRT(m_ShadowMapRTID, 4, 4, 0, FilterMode.Bilinear, m_ShadowSettings.shadowmapTextureFormat); |
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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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ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, stereoEnabled); |
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