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SubsurfaceScatteringPass(hdCamera, cmd, m_Asset.sssSettings); |
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RenderForward(m_CullResults, camera, renderContext, cmd, true); |
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#if UNITY_EDITOR
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#endif
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RenderLightingDebug(hdCamera, cmd, m_CameraColorBufferRT, m_CurrentDebugDisplaySettings); |
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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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#if UNITY_EDITOR
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#endif
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// Render volumetric lighting
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VolumetricLightingPass(hdCamera, cmd); |
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