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if (sceneViewCamera) |
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CopyTexture(cmd, CameraRenderTargetID.depth, BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial, true); |
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#endif
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if (m_ShadowMapRT) |
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{ |
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cmd.ReleaseTemporaryRT(m_ShadowMapRTID); |
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m_ShadowMapRT = null; |
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} |
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cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowMapRTID); |
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cmd.ReleaseTemporaryRT(CameraRenderTargetID.depthCopy); |
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cmd.ReleaseTemporaryRT(CameraRenderTargetID.depth); |
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CommandBufferPool.Release(cmd); |
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context.Submit(); |
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if (m_ShadowMapRT) |
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{ |
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RenderTexture.ReleaseTemporary(m_ShadowMapRT); |
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m_ShadowMapRT = null; |
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} |
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} |
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} |
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