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Question by
jensle · Jun 26, 2020 at 04:05 PM ·
shaderpipelinedeferred rendering
Screenspace Shadowmap cant be replaced
Hello everyone, im using Commandbuffers to extend the deferred Shading Pipeline in Unity. After the Screenspace Shadowmask is rendered it gets transformed correctly but wont appear as the Shadowmap Texture in the following Deferred Shading Pass.
I tried overwriting the global Shader Texture:
buf.ShadowMap_Buffer.SetGlobalTexture("_ShadowMapTexture", m_ShadowmapCopy);
Unfortunately, the Pass still uses the Shadow Mask from before. What am i doing wrong here?
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