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m_LightLoop.RenderForward(camera, cmd, true); |
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RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passName, Utilities.kRendererConfigurationBakedLighting); |
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RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, new ShaderPassName(passName), Utilities.kRendererConfigurationBakedLighting); |
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} |
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} |
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using (new Utilities.ProfilingSample("Forward transparent depth", cmd)) |
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{ |
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Utilities.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT); |
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RenderTransparentRenderList(cullResults, camera, renderContext, cmd, passName); |
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RenderTransparentRenderList(cullResults, camera, renderContext, cmd, new ShaderPassName(passName)); |
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} |
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} |
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// YIBING END
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