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if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy)) |
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{ |
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m_CopyDepthMSAAMaterial.SetFloat(m_SampleCount, (float)m_MSAASamples); |
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CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial); |
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bool forceBlit = m_CopyDepthMaterial == m_CopyDepthMSAAMaterial; |
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CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial, forceBlit); |
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depthRT = m_CopyDepth; |
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setRenderTarget = true; |
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cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_CopyDepth); |
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