// TODO TO CHECK: SebL I move allocation from Build() to here, but there was a comment "// Our object can be garbage collected, so need to be allocate here", it is still true ?
// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path)
float4 unPositionSS; // This is the position return by VPOS (That is name positionCS in PackedVarying), only xy is use
// Contain value return by SV_POSITION (That is name positionCS in PackedVarying).
// xy: unormalized screen position (offset by 0.5), z: device depth, w: depth in view space
// Note: SV_POSITION is the result of the clip space position provide to the vertex shaders that is transform by the viewport
float4 unPositionSS; // In case depth offset is use, positionWS.w is equal to depth offset
float3 positionWS;
float2 texCoord0;
float2 texCoord1;
float4 vertexColor;
// For velocity
// Note: Z component is not use
float4 positionCS; // This is the clip spae position. Warning, do not confuse with the value of positionCS in PackedVarying which is VPOS and store in unPositionSS
// CAUTION: Only use with velocity currently, null else
// Note: Z component is not use currently
// This is the clip space position. Warning, do not confuse with the value of positionCS in PackedVarying which is SV_POSITION and store in unPositionSS
**NOTE**: this is a testbed for a Unity feature that has not shipped yet! The project will not work with any public
**NOTE**: this is a testbed for a Unity feature that has not shipped yet! The project does not work with any public
Unity version, and things in it might and will be broken.
"Scriptable Render Loops" is a potential future Unity feature, think "Command Buffers, take two". We plan to ship the feature, and a
There's a more detailed overview document here: [ScriptableRenderLoop google doc](https://docs.google.com/document/d/1e2jkr_-v5iaZRuHdnMrSv978LuJKYZhsIYnrDkNAuvQ/edit?usp=sharing)
Did we mention it's a very WIP, no promises, may or might not ship feature, anything and everything in it can change? It totally is.
## For Unity 5.6 beta users
* Unity 5.6 beta 1 should use an older revision of this project, [tagged unity-5.6.0b1](../../releases/tag/unity-5.6.0b1) (commit `acc230b` on 2016 Nov 23). "BasicRenderLoopScene" scene is the basic example, with the scriptable render loop defaulting to off; enable it by enabling the component on the camera. All the other scenes may or might not work. Use of Windows/DX11 is preferred.