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RenderForwardOnlyOpaqueDepthPrepass(cullResults, camera, renderContext); |
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RenderGBuffer(cullResults, camera, renderContext); |
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// Apply screen-space effects to the GBuffer.
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if (m_Owner.commonSettingsToUse != null) |
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{ |
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m_SsaoEffect.Render(m_Owner.commonSettingsToUse.screenSpaceAmbientOcclusionSettings, camera, renderContext, m_CameraDepthStencilBufferRT); |
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} |
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// Now the depth texture and the GBuffer are ready. We can run some screen-space effects on it.
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if (m_Owner.commonSettingsToUse != null) |
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{ |
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m_SsaoEffect.Render(m_Owner.commonSettingsToUse.screenSpaceAmbientOcclusionSettings, camera, renderContext, GetDepthTexture()); |
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} |
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} |
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if (debugDisplaySettings.IsDebugMaterialDisplayEnabled()) |
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