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context.ExecuteCommandBuffer(setRT); |
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} |
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ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, stereoEnabled); |
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//TODO: Editor only?
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if(m_Asset.DebugView == DebugViewMode.None) |
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ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, stereoEnabled); |
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else |
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DebugViewPass(frameRenderingConfiguration, ref context, stereoEnabled); |
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cmd.name = "After Camera Render"; |
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#if UNITY_EDITOR
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context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings); |
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StopStereoRendering(ref context, frameRenderingConfiguration); |
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} |
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private void DebugViewPass(FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, bool stereoEnabled) |
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{ |
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} |
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private void ForwardPass(List<VisibleLight> visibleLights, FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, ref LightData lightData, bool stereoEnabled) |
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