// decal system needs to be updated with current camera
if(m_FrameSettings.enableDBuffer)
// Make sure to unbind every render texture here because in the next iteration of the loop we might have to reallocate render texture (if the camera size is different)
// We still need to bind correctly default camera target with our depth buffer in case we are currently rendering scene view. It should be the last camera here
// bind depth surface for editor grid/gizmo/selection rendering
if(camera.cameraType==CameraType.SceneView)
#endif
}
// Caution: ExecuteCommandBuffer must be outside of the profiling bracket