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if (cameraData.msaaSamples > 1) |
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{ |
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m_DepthCopyMaterial.SetFloat(m_SampleCountShaderHandle, cameraData.msaaSamples); |
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m_DepthCopyMaterial.EnableKeyword(k_MsaaDepthKeyword); |
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cmd.SetGlobalFloat(m_SampleCountShaderHandle, cameraData.msaaSamples); |
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cmd.EnableShaderKeyword(k_MsaaDepthKeyword); |
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m_DepthCopyMaterial.DisableKeyword(k_MsaaDepthKeyword); |
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cmd.DisableShaderKeyword(k_MsaaDepthKeyword); |
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m_DepthCopyMaterial.DisableKeyword(k_MsaaDepthKeyword); |
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} |
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void CopyColorSubpass(ref ScriptableRenderContext context, ref CameraData cameraData) |
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