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ладно, пока так
half4 MainLightShadowsData; //light strength, shadowBias, normalBias
half4 _MainLightShadowDistanceFade; //max distance, fadeWidth, 0, 0,
half fade = 1.0 - saturate ((distance (IN.positionWS, _WorldSpaceCameraPos.xyz) - _MainLightShadowDistanceFade.x) / _MainLightShadowDistanceFade.y );
shadow = LerpWhiteTo(shadow, MainLightShadowsData.x * fade);
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что Юнити предлагает в
ShadowSamplingTent.hlsl
ShadowSamplingTent.hlsl
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если забыть про RendererListDesc.rendererConfiguration
сделал так:
_mpb = context.renderGraphPool.GetTempMaterialPropertyBlock();
_mpb.SetVector(_filterID, _filter);
_mpb.SetTexture(_sourceTextureID, data.ColorSource);
cmd.SetRenderTarget( data.BlurPyramid[0], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.ClearRenderTarget(RTClearFlags.ColorDepth, Color.clear);
cmd.DrawProcedural( Matrix4x4.identity, _bloomMaterial, 0, MeshTopology.Triangles,3, 1, _mpb);
normal map gbuffer:
-- deault LDR color format
-- A2B10G10R10_UNormPack32
-- deault LDR color format
-- A2B10G10R10_UNormPack32