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#endif
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// Caution: RenderDebug need to take into account that we have flip the screen (so anything capture before the flip will be flipped)
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RenderDebug(hdCamera, cmd); |
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#if UNITY_EDITOR
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// We need to make sure the viewport is correctly set for the editor rendering. It might have been changed by debug overlay rendering just before.
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cmd.SetViewport(new Rect(0.0f, 0.0f, hdCamera.actualWidth, hdCamera.actualHeight)); |
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#endif
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} |
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// Caution: ExecuteCommandBuffer must be outside of the profiling bracket
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