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RenderLightingDebug(hdCamera, cmd, m_CameraColorBufferRT, m_CurrentDebugDisplaySettings); |
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// If full forward rendering, we did just rendered everything, so we can copy the depth buffer
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// If Deferred nothing needs copying anymore.
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if (m_Asset.renderingSettings.useForwardRenderingOnly) |
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{ |
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CopyDepthBufferIfNeeded(cmd); |
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} |
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RenderSky(hdCamera, cmd); |
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// Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects.
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