RenderTextureUtils.EnsureRenderTexture3D(m_volFogBufDensityName, ref m_pVolFogBufDensity, volumeWidth, volumeHeight, volumeDepth, GraphicsFormat.R16_SFloat, FilterMode.Point, true, false, 0);
cmd.SetComputeTextureParam(m_internalData.m_injectFogDensityCSShader, 0, "VolumetricFogDensityOutput", m_internalData.m_pVolFogBufDensity);
cmd.DispatchCompute(m_internalData.m_injectFogDensityCSShader, 0, 48, 27, 8);
RWTexture3D<float> VolumetricFogDensityOutput;
[numthreads(4, 4, 4)]
void InjectFogDensityCS(uint3 DispatchThreadID : SV_DispatchThreadID)
{
VolumetricFogDensityOutput[DispatchThreadID.xyz] = 1;
}