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// We can't do it in place as the color pyramid has to be read while writing to the color
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// buffer in some cases (e.g. refraction, distortion)
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// Returns the number of mips
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public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, RenderTexture source, RenderTexture destination) |
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public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, Texture source, RenderTexture destination) |
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{ |
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// Only create the temporary target on-demand in case the game doesn't actually need it
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if (m_TempColorTarget == null) |
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