diff --git a/Assets/VolumetricFog/Scripts/VolumetricFog.cs b/Assets/VolumetricFog/Scripts/VolumetricFog.cs index 3cb18fe..ad5c05b 100644 --- a/Assets/VolumetricFog/Scripts/VolumetricFog.cs +++ b/Assets/VolumetricFog/Scripts/VolumetricFog.cs @@ -44,10 +44,6 @@ public class VolumetricFog : MonoBehaviour RenderTexture m_VolumeScatter; Vector3i m_VolumeResolution = new Vector3i(160, 90, 128); Camera m_Camera; - Camera m_ShadowmapCamera; - RenderTexture m_Shadowmap; - RenderTexture m_ShadowmapBlurred; - int m_ShadowmapRes = 1024; // Density public float m_ConstantFog = 0; @@ -71,18 +67,6 @@ public class VolumetricFog : MonoBehaviour public float m_AmbientLightIntensity = 0.0f; public Color m_AmbientLightColor = Color.white; - [HideInInspector] - public bool m_BlurShadowmap = false; - [HideInInspector] - [Range(0, 2)] - public int m_ShadowmapDownsample = 1; - [HideInInspector] - [Range(0.0f, 10.0f)] - public float m_BlurSize = 3.0f; - [HideInInspector] - [Range(1, 4)] - public int m_BlurIterations = 2; - struct Vector3i { public int x, y, z; @@ -459,7 +443,6 @@ public class VolumetricFog : MonoBehaviour m_InjectLightingAndDensity.SetFloat("_Intensity", m_GlobalIntensityMult); m_InjectLightingAndDensity.SetFloat("_Anisotropy", m_Anisotropy); m_InjectLightingAndDensity.SetTexture(kernel, "_VolumeInject", m_VolumeInject); - m_InjectLightingAndDensity.SetTexture(kernel, "_Shadowmap", m_BlurShadowmap ? m_ShadowmapBlurred : (m_Shadowmap != null ? m_Shadowmap : (Texture)Texture2D.whiteTexture)); m_InjectLightingAndDensity.SetTexture(kernel, "_Noise", m_Noise); if (m_fogParams == null || m_fogParams.Length != 4) @@ -510,8 +493,6 @@ public class VolumetricFog : MonoBehaviour m_Scatter.SetTexture(0, "_VolumeInject", m_VolumeInject); m_Scatter.SetTexture(0, "_VolumeScatter", m_VolumeScatter); m_Scatter.Dispatch(0, m_VolumeResolution.x/m_ScatterNumThreads.x, m_VolumeResolution.y/m_ScatterNumThreads.y, 1); - - ReleaseTempResources(); } void DebugDisplay(RenderTexture src, RenderTexture dest) @@ -520,8 +501,6 @@ public class VolumetricFog : MonoBehaviour m_DebugMaterial.SetTexture("_VolumeInject", m_VolumeInject); m_DebugMaterial.SetTexture("_VolumeScatter", m_VolumeScatter); - m_DebugMaterial.SetTexture("_Shadowmap", m_Shadowmap); - m_DebugMaterial.SetTexture("_ShadowmapBlurred", m_ShadowmapBlurred); m_DebugMaterial.SetFloat("_Z", m_Z); m_DebugMaterial.SetTexture("_MainTex", src); @@ -634,11 +613,6 @@ public class VolumetricFog : MonoBehaviour void InitResources () { - // Shadowmap - m_Shadowmap = RenderTexture.GetTemporary(m_ShadowmapRes, m_ShadowmapRes, 24, RenderTextureFormat.RFloat); - m_Shadowmap.filterMode = FilterMode.Bilinear; - m_Shadowmap.wrapMode = TextureWrapMode.Clamp; - // Volume InitVolume(ref m_VolumeInject); InitVolume(ref m_VolumeScatter); @@ -689,12 +663,6 @@ public class VolumetricFog : MonoBehaviour rt = null; } - void ReleaseTempResources() - { - ReleaseTemporary(ref m_Shadowmap); - ReleaseTemporary(ref m_ShadowmapBlurred); - } - void InitMaterial(ref Material material, Shader shader) { if (material) diff --git a/Assets/VolumetricFog/Shaders/InjectLightingAndDensity.compute b/Assets/VolumetricFog/Shaders/InjectLightingAndDensity.compute index 426001a..0999162 100644 --- a/Assets/VolumetricFog/Shaders/InjectLightingAndDensity.compute +++ b/Assets/VolumetricFog/Shaders/InjectLightingAndDensity.compute @@ -11,8 +11,6 @@ #endif RWTexture3D _VolumeInject; -Texture2D _Shadowmap; -SamplerState sampler_Shadowmap; float4 _FrustumRays[4]; float4 _CameraPos; float4 _FrustumRaysLight[4];