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Update FogLight.DirectionalShadow.cs
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@ -72,7 +72,7 @@ public partial class FogLight : LightOverride
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RenderTextureFormat format = RenderTextureFormat.RGHalf;
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RenderTextureFormat format = RenderTextureFormat.RGHalf;
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ReleaseTemporary(ref m_Shadowmap);
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ReleaseTemporary(ref m_Shadowmap);
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m_Shadowmap = RenderTexture.GetTemporary(targetRes, targetRes, 0, format, RenderTextureReadWrite.Linear);
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m_Shadowmap = RenderTexture.GetTemporary(targetRes, targetRes, 0, format, RenderTextureReadWrite.Linear, 8);
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m_Shadowmap.filterMode = FilterMode.Bilinear;
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m_Shadowmap.filterMode = FilterMode.Bilinear;
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m_Shadowmap.wrapMode = TextureWrapMode.Clamp;
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m_Shadowmap.wrapMode = TextureWrapMode.Clamp;
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@ -88,7 +88,7 @@ public partial class FogLight : LightOverride
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if (i < downsampleSteps - 1)
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if (i < downsampleSteps - 1)
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{
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{
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temp[i] = Shader.PropertyToID("ShadowmapDownscaleTemp" + i);
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temp[i] = Shader.PropertyToID("ShadowmapDownscaleTemp" + i);
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m_BufGrabShadowmap.GetTemporaryRT(temp[i], currentRes, currentRes, 0, FilterMode.Bilinear, format, RenderTextureReadWrite.Linear);
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m_BufGrabShadowmap.GetTemporaryRT(temp[i], currentRes, currentRes, 0, FilterMode.Bilinear, format, RenderTextureReadWrite.Linear, 8);
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targetRT = new RenderTargetIdentifier(temp[i]);
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targetRT = new RenderTargetIdentifier(temp[i]);
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}
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}
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else
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else
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