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RenderStateBlock? stateBlock = null, |
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Material overrideMaterial = null) |
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{ |
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RenderOpaqueRenderList(cull, camera, renderContext, cmd, new ShaderPassName[] { passName }, rendererConfiguration, inRenderQueueRange, stateBlock, overrideMaterial); |
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m_SinglePassName[0] = passName; |
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RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_SinglePassName, rendererConfiguration, inRenderQueueRange, stateBlock, overrideMaterial); |
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} |
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void RenderOpaqueRenderList(CullResults cull, |
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