private void CopyDepthBufferIfNeeded(ScriptableRenderContext renderContext)
{
var cmd = new CommandBuffer();
var cmd = new CommandBuffer() { name = NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer"};
if (NeedDepthBufferCopy())
using (new Utilities.ProfilingSample("Copy depth-stencil buffer", renderContext))
}
#endif
using (new Utilities.ProfilingSample(m_PassSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass", renderContext))
using (new Utilities.ProfilingSample((m_PassSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass") + (outputSplitLightingForSSS ? " MRT" : ""), renderContext))
cmd.name = bUseClusteredForDeferred ? "Clustered pass" : "Tiled pass";