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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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RenderForward(m_CullResults, camera, renderContext, cmd, false); |
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// SampleGame Change BEGIN
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DebugOverlay.Render3D(hdCamera, cmd); |
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// SampleGame Change END
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// Render fog.
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VolumetricLightingPass(cmd, hdCamera); |
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} |
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RenderDebug(hdCamera, cmd); |
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/// SampleGame Change BEGIN
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DebugOverlay.Render(hdCamera, cmd); |
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/// SampleGame Change END
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// bind depth surface for editor grid/gizmo/selection rendering
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if (camera.cameraType == CameraType.SceneView) |
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