|
|
|
|
|
|
// Do a depth pre-pass for transparent objects that want it that will fill the depth buffer to reduce the overdraw (typical usage is hair rendering)
|
|
|
|
RenderTransparentDepthPrepass(m_CullResults, camera, renderContext, cmd); |
|
|
|
|
|
|
|
cmd.Blit(m_CameraColorBufferRT, m_GaussianPyramidColorBuffer); |
|
|
|
|
|
|
|
// Render pre transparent objects
|
|
|
|
RenderForward(m_CullResults, camera, renderContext, cmd, ForwardPass.PreTransparent); |
|
|
|
RenderForwardError(m_CullResults, camera, renderContext, cmd, ForwardPass.PreTransparent); |
|
|
|
|
|
|
cmd.ClearRenderTarget(false, true, Color.clear); |
|
|
|
|
|
|
|
// Only transparent object can render distortion vectors
|
|
|
|
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName, preTransparentQueue:true); |
|
|
|
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_DistortionVectorsName); |
|
|
|
} |
|
|
|
} |
|
|
|