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CoreUtils.SetKeyword(material, "_BLENDMODE_ADD", false); |
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CoreUtils.SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false); |
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if(alphaTestEnable) |
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// Alpha tested materials always have a prepass where we perform the clip.
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// Then during Gbuffer pass we don't perform the clip test, so we need to use depth equal in this case.
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if (alphaTestEnable) |
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{ |
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material.SetInt(kZTestGBuffer, (int)UnityEngine.Rendering.CompareFunction.Equal); |
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} |
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