DeferredHWDepth.xml 1.3 KB

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  1. <renderpath>
  2. <rendertarget name="albedo" sizedivisor="1 1" format="rgba" />
  3. <rendertarget name="normal" sizedivisor="1 1" format="rgba" />
  4. <rendertarget name="depth" sizedivisor="1 1" format="readabledepth" />
  5. <command type="clear" color="fog" depth="1.0" stencil="0" depthstencil="depth" />
  6. <command type="scenepass" pass="deferred" marktostencil="true" vertexlights="true" metadata="gbuffer" depthstencil="depth">
  7. <output index="0" name="viewport" />
  8. <output index="1" name="albedo" />
  9. <output index="2" name="normal" />
  10. </command>
  11. <command type="lightvolumes" vs="DeferredLight" ps="DeferredLight" psdefines="HWDEPTH" depthstencil="depth">
  12. <texture unit="albedo" name="albedo" />
  13. <texture unit="normal" name="normal" />
  14. <texture unit="depth" name="depth" />
  15. </command>
  16. <command type="scenepass" pass="postopaque" depthstencil="depth" />
  17. <command type="scenepass" pass="refract" depthstencil="depth">
  18. <texture unit="environment" name="viewport" />
  19. </command>
  20. <command type="scenepass" pass="alpha" vertexlights="true" sort="backtofront" metadata="alpha" depthstencil="depth" />
  21. <command type="scenepass" pass="postalpha" sort="backtofront" depthstencil="depth" />
  22. </renderpath>