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visualEnv.PushFogShaderParameters(cmd, m_FrameSettings); |
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m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, cmd); |
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if (visualEnv.fogType != FogType.None) |
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if (visualEnv.fogType != FogType.None || m_VolumetricLightingPreset != VolumetricLightingPreset.Off) |
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m_SkyManager.RenderOpaqueAtmosphericScattering(cmd); |
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} |
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