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m_DebugFullScreen.SetFloat(HDShaderIDs._RequireToFlipInputTexture, hdCamera.camera.cameraType != CameraType.SceneView ? 1.0f : 0.0f); |
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CoreUtils.DrawFullScreen(cmd, m_DebugFullScreen, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget); |
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PushColorPickerDebugTexture(cmd, m_DebugFullScreenTempRT, hdCamera); |
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PushColorPickerDebugTexture(cmd, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget, hdCamera); |
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} |
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// Then overlays
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