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// render opaque objects using Deferred pass
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DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName("ForwardSinglePass")); |
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//settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh; |
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//settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes;
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh; |
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if (opaquesOnly) settings.inputCullingOptions.SetQueuesOpaque(); |
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loop.DrawRenderers(ref settings); |
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} |
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