Advertisement
Guest User

Untitled

a guest
Mar 18th, 2019
100
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.44 KB | None | 0 0
  1. using UnityEngine;
  2. using UnityEngine.Rendering;
  3.  
  4. [RequireComponent(typeof(Camera))]
  5. public class RawShadowmapDepth : MonoBehaviour
  6. {
  7. public Light m_Light;
  8. RenderTexture m_ShadowmapCopy;
  9. public Material mat;
  10.  
  11. void Start()
  12. {
  13. RenderTargetIdentifier shadowmap = BuiltinRenderTextureType.CurrentActive;
  14. m_ShadowmapCopy = new RenderTexture(1024, 1024, 0);
  15. CommandBuffer cb = new CommandBuffer();
  16.  
  17. // Change shadow sampling mode for m_Light's shadowmap.
  18. cb.SetShadowSamplingMode(shadowmap, ShadowSamplingMode.RawDepth);
  19.  
  20. // The shadowmap values can now be sampled normally - copy it to a different render texture.
  21. cb.Blit(shadowmap, new RenderTargetIdentifier(m_ShadowmapCopy));
  22.  
  23. // Execute after the shadowmap has been filled.
  24. m_Light.AddCommandBuffer(LightEvent.AfterShadowMap, cb);
  25.  
  26. // Sampling mode is restored automatically after this command buffer completes, so shadows will render normally.
  27. mat.SetTexture("m_ShadowmapCopy", m_ShadowmapCopy);
  28. }
  29.  
  30. void OnRenderImage(RenderTexture src, RenderTexture dest)
  31. {
  32. // Display the shadowmap in the corner.
  33. //Camera.main.rect = new Rect(0, 0, 0.5f, 0.5f);
  34. //Graphics.Blit(m_ShadowmapCopy, mat);
  35. //mat.SetTexture("m_ShadowmapCopy", m_ShadowmapCopy);
  36. Graphics.Blit(src, dest);
  37. //Camera.main.rect = new Rect(0, 0, 1, 1);
  38. }
  39. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement