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// When soft particles are enabled we have to copy depth to another RT so we can read and write to depth
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if (m_Asset.SupportsSoftParticles) |
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{ |
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RenderTargetIdentifier colorRT = (m_IsOffscreenCamera) ? m_CurrCamera.targetTexture : m_CameraColorRT; |
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RenderTargetIdentifier colorRT = (m_IsOffscreenCamera) ? BuiltinRenderTextureType.CameraTarget : m_CameraColorRT; |
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CopyTexture(cmd, m_CameraDepthRT, m_CameraCopyDepthTexture); |
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SetupRenderTargets(cmd, colorRT, m_CameraCopyDepthRT); |
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} |
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private void BeginForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig) |
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{ |
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RenderTargetIdentifier colorRT = (m_IsOffscreenCamera) ? new RenderTargetIdentifier(m_CurrCamera.targetTexture) : BuiltinRenderTextureType.CameraTarget; |
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RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget; |
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RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None; |
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if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo)) |
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