boolm_ValidAPI;// False by default mean we render normally, true mean we don't render anything
boolm_IsCameraRendering;// Use to avoid nested rendering of camera
publicMaterialGetBlitMaterial(){returnm_Blit;}
DebugManager.instance.RefreshEditor();
m_ValidAPI=true;
m_IsCameraRendering=false;
if(!SetRenderingFeatures())
{
if(!m_ValidAPI)
return;
if(m_IsCameraRendering)
{
Debug.LogWarning("Nested camera rendering is forbidden. If you are calling camera.Render inside OnWillRenderObject callback, use BeginCameraRender callback instead.");
return;
}
base.Render(renderContext,cameras);
RenderPipeline.BeginFrameRendering(cameras);
continue;
RenderPipeline.BeginCameraRendering(camera);
m_IsCameraRendering=true;
// First, get aggregate of frame settings base on global settings, camera frame settings and debug settings
// Note: the SceneView camera will never have additionalCameraData