RenderVelocity(cullResults,camera,renderContext);// Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
// Planar and real time cubemap doesn't need post process and render in FP16
RenderVelocity(cullResults,camera,renderContext);// Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
// TODO: Check with VFX team.
// Rendering distortion here have off course lot of artifact.
// But resolving at each objects that write in distortion is not possible (need to sort transparent, render those that do not distort, then resolve, then etc...)
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This
// Rendering distortion here have off course lot of artifact.
// But resolving at each objects that write in distortion is not possible (need to sort transparent, render those that do not distort, then resolve, then etc...)
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This