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reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation |
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}; |
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#endif
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/* |
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*/ |
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m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture"); |
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m_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture"); |
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#if UNITY_EDITOR
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UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default; |
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#endif
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// UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity = previousLightsUseLinearIntensity;
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// UnityEngine.Rendering.GraphicsSettings.lightsUseCCT = previousLightsUseCCT;
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UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity = previousLightsUseLinearIntensity; |
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UnityEngine.Rendering.GraphicsSettings.lightsUseCCT = previousLightsUseCCT; |
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} |
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void InitAndClearBuffer(Camera camera, RenderLoop renderLoop) |
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