diff --git a/Assets/TEngine/Runtime/Extension/UGUIExtension/UIGaussianBlurLayer/UIGaussianBlurLayer.cs b/Assets/TEngine/Runtime/Extension/UGUIExtension/UIGaussianBlurLayer/UIGaussianBlurLayer.cs index 737c636d..068e095d 100644 --- a/Assets/TEngine/Runtime/Extension/UGUIExtension/UIGaussianBlurLayer/UIGaussianBlurLayer.cs +++ b/Assets/TEngine/Runtime/Extension/UGUIExtension/UIGaussianBlurLayer/UIGaussianBlurLayer.cs @@ -104,7 +104,7 @@ namespace TEngine int renderWidth = src.width >> DownSampleNum; int renderHeight = src.height >> DownSampleNum; - m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float); + m_renderTexture = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default); m_renderTexture.filterMode = FilterMode.Bilinear; Graphics.Blit(src, m_renderTexture, material, 0); @@ -117,7 +117,7 @@ namespace TEngine material.SetFloat(DownSampleValue, BlurSpreadSize * widthMod + iterationOffs); // 【2.2】处理Shader的通道1,垂直方向模糊处理 || Pass1,for vertical blur // 定义一个临时渲染的缓存tempBuffer - RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float); + RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default); // 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据 Graphics.Blit(m_renderTexture, tempBuffer, material, 1); // 清空rawTexture @@ -126,7 +126,7 @@ namespace TEngine m_renderTexture = tempBuffer; // 【2.3】处理Shader的通道2,竖直方向模糊处理 || Pass2,for horizontal blur // 获取临时渲染纹理 - tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float); + tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.Default); // 拷贝rawTexture中的渲染数据到tempBuffer,并仅绘制指定的pass2的纹理数据 Graphics.Blit(m_renderTexture, tempBuffer, m_material, 2); //【2.4】得到pass0、pass1和pass2的数据都已经准备好的rawTexture