// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
// In case of deferred renderer, we can have forward opaque material. These materials need to be render in the depth buffer to correctly build the light list.
// And they will tag the stencil to not be lit during the deferred lighting pass.
if(hasDecals||(addFullDepthPrepass&&!addAlphaTestedOnly))// Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
if(m_FrameSettings.enableDBuffer||(addFullDepthPrepass&&!addAlphaTestedOnly))// Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
{
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)
// These flags are still required in SRP or the engine won't compute previous model matrices...
// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
publicreadonlyGUIContentrenderPipelineResources=newGUIContent("Render Pipeline Resources","Set of resources that need to be loaded when creating stand alone");
publicreadonlyGUIContentdefaultDiffuseMaterial=newGUIContent("Default Diffuse Material","Material to use when creating objects");
publicreadonlyGUIContentdefaultShader=newGUIContent("Default Shader","Shader to use when creating materials");
publicstaticGUIContentrenderScaleLabel=newGUIContent("Render Scale","Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When in VR mode, VR scaling configuration is used instead.");