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s_Depth.BindSurface(BuiltinRenderTextureType.Depth, false, false); |
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} |
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// set load store actions
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s_GBufferSpecRough.BindSurface (BuiltinRenderTextureType.None, false, false); |
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s_GBufferNormal.BindSurface (BuiltinRenderTextureType.None, false, false); |
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s_GBufferEmission.BindSurface (BuiltinRenderTextureType.None, false, false); |
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if (s_GBufferRedF32 != null) |
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s_GBufferRedF32.BindSurface(BuiltinRenderTextureType.None, false, false); |
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ExecuteRenderLoop(camera, cullResults, context); |
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if (camera.cameraType == CameraType.SceneView) |
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