RenderGBuffer ( m_CullResults , camera , renderContext , cmd ) ;
// If full forward rendering, we did not do any rendering yet, so don't need to copy the buffer.
// If Deferred then the depth buffer is full (regular GBuffer + ForwardOnly depth prepass are done so we can copy it safely.
if ( ! m_Asset . renderingSettings . useForwardRenderingOnly )
{
CopyDepthBufferIfNeeded ( cmd ) ;
}
// In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing.
CopyDepthBufferIfNeeded ( cmd ) ;
// Required for the SSS and the shader feature classification pass.
PrepareAndBindStencilTexture ( cmd ) ;
#endif
RenderLightingDebug ( hdCamera , cmd , m_CameraColorBufferRT , m_CurrentDebugDisplaySettings ) ;
// If full forward rendering, we did just rendered everything, so we can copy the depth buffer
// If Deferred nothing needs copying anymore.
if ( m_Asset . renderingSettings . useForwardRenderingOnly )
{
CopyDepthBufferIfNeeded ( cmd ) ;
}
RenderSky ( hdCamera , cmd ) ;