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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