|
|
|
|
|
|
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthForwardOnlyPassNames, 0, HDRenderQueue.k_RenderQueue_AllOpaque); |
|
|
|
|
|
|
|
// Alpha tested materials always have a prepass.
|
|
|
|
if (!addFullDepthPrepass) |
|
|
|
{ |
|
|
|
var renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 }; |
|
|
|
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange); |
|
|
|
} |
|
|
|
var renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 }; |
|
|
|
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|