using(newProfilingSample(cmd,m_DbufferManager.EnableDBUffer?"Depth Prepass (deferred) force by DBuffer":"Depth Prepass (deferred)",CustomSamplerId.DepthPrepass.GetSampler()))
{
cmd.DisableShaderKeyword("WRITE_NORMAL_BUFFER");// Note: This only disable the output of normal buffer for Lit shader, not the other shader that don't use multicompile
if((hdCamera.frameSettings.enableDBuffer)&&(DecalSystem.m_DecalDatasCount>0))// enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
// decal datas count is 0 if no decals affect transparency
if((hdCamera.frameSettings.enableDBuffer)&&(DecalSystem.m_DecalDatasCount>0))// enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
// decal datas count is 0 if no decals affect transparency
{
DecalSystem.instance.SetAtlas(cmd);// for clustered decals