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.
// Required for the SSS and the shader feature classification pass.
PrepareAndBindStencilTexture(cmd);