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SetUniforms(builtinParams, proceduralSkyParams); |
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var cmd = new CommandBuffer { name = "" }; |
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if (builtinParams.depthBuffer != BuiltinSkyParameters.invalidRTI) |
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{ |
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cmd.SetGlobalTexture("_CameraDepthTexture", builtinParams.depthBuffer); |
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} |
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cmd.DrawMesh(builtinParams.skyMesh, Matrix4x4.identity, m_ProceduralSkyMaterial); |
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builtinParams.renderLoop.ExecuteCommandBuffer(cmd); |
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cmd.Dispose(); |
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