Remove the unused dir shadowmap stuff.

This commit is contained in:
Robert Cupisz 2017-04-19 17:23:28 +02:00
parent 9589c93f77
commit 5597b04fcc
2 changed files with 0 additions and 34 deletions

View File

@ -44,10 +44,6 @@ public class VolumetricFog : MonoBehaviour
RenderTexture m_VolumeScatter; RenderTexture m_VolumeScatter;
Vector3i m_VolumeResolution = new Vector3i(160, 90, 128); Vector3i m_VolumeResolution = new Vector3i(160, 90, 128);
Camera m_Camera; Camera m_Camera;
Camera m_ShadowmapCamera;
RenderTexture m_Shadowmap;
RenderTexture m_ShadowmapBlurred;
int m_ShadowmapRes = 1024;
// Density // Density
public float m_ConstantFog = 0; public float m_ConstantFog = 0;
@ -71,18 +67,6 @@ public class VolumetricFog : MonoBehaviour
public float m_AmbientLightIntensity = 0.0f; public float m_AmbientLightIntensity = 0.0f;
public Color m_AmbientLightColor = Color.white; 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 struct Vector3i
{ {
public int x, y, z; public int x, y, z;
@ -459,7 +443,6 @@ public class VolumetricFog : MonoBehaviour
m_InjectLightingAndDensity.SetFloat("_Intensity", m_GlobalIntensityMult); m_InjectLightingAndDensity.SetFloat("_Intensity", m_GlobalIntensityMult);
m_InjectLightingAndDensity.SetFloat("_Anisotropy", m_Anisotropy); m_InjectLightingAndDensity.SetFloat("_Anisotropy", m_Anisotropy);
m_InjectLightingAndDensity.SetTexture(kernel, "_VolumeInject", m_VolumeInject); 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); m_InjectLightingAndDensity.SetTexture(kernel, "_Noise", m_Noise);
if (m_fogParams == null || m_fogParams.Length != 4) 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, "_VolumeInject", m_VolumeInject);
m_Scatter.SetTexture(0, "_VolumeScatter", m_VolumeScatter); m_Scatter.SetTexture(0, "_VolumeScatter", m_VolumeScatter);
m_Scatter.Dispatch(0, m_VolumeResolution.x/m_ScatterNumThreads.x, m_VolumeResolution.y/m_ScatterNumThreads.y, 1); m_Scatter.Dispatch(0, m_VolumeResolution.x/m_ScatterNumThreads.x, m_VolumeResolution.y/m_ScatterNumThreads.y, 1);
ReleaseTempResources();
} }
void DebugDisplay(RenderTexture src, RenderTexture dest) void DebugDisplay(RenderTexture src, RenderTexture dest)
@ -520,8 +501,6 @@ public class VolumetricFog : MonoBehaviour
m_DebugMaterial.SetTexture("_VolumeInject", m_VolumeInject); m_DebugMaterial.SetTexture("_VolumeInject", m_VolumeInject);
m_DebugMaterial.SetTexture("_VolumeScatter", m_VolumeScatter); 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.SetFloat("_Z", m_Z);
m_DebugMaterial.SetTexture("_MainTex", src); m_DebugMaterial.SetTexture("_MainTex", src);
@ -634,11 +613,6 @@ public class VolumetricFog : MonoBehaviour
void InitResources () 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 // Volume
InitVolume(ref m_VolumeInject); InitVolume(ref m_VolumeInject);
InitVolume(ref m_VolumeScatter); InitVolume(ref m_VolumeScatter);
@ -689,12 +663,6 @@ public class VolumetricFog : MonoBehaviour
rt = null; rt = null;
} }
void ReleaseTempResources()
{
ReleaseTemporary(ref m_Shadowmap);
ReleaseTemporary(ref m_ShadowmapBlurred);
}
void InitMaterial(ref Material material, Shader shader) void InitMaterial(ref Material material, Shader shader)
{ {
if (material) if (material)

View File

@ -11,8 +11,6 @@
#endif #endif
RWTexture3D<half4> _VolumeInject; RWTexture3D<half4> _VolumeInject;
Texture2D _Shadowmap;
SamplerState sampler_Shadowmap;
float4 _FrustumRays[4]; float4 _FrustumRays[4];
float4 _CameraPos; float4 _CameraPos;
float4 _FrustumRaysLight[4]; float4 _FrustumRaysLight[4];