// Forward opaque with deferred/cluster tile require that we fill the depth buffer
m_lightLoop.BuildGPULightLists(camera,renderContext,m_CameraDepthBufferRT);// TODO: Use async compute here to run light culling during shadow
PushGlobalParams(hdCamera,renderContext);
}
}
// Caution: We require sun light here as some sky use the sun light to render, mean UpdateSkyEnvironment
// must be call after BuildGPULightLists.
// TODO: Try to arrange code so we can trigger this call earlier and use async compute here to run sky convolution during other passes (once we move convolution shader to compute).