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// for artists to do lighting work until the fully-featured framework is ready
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var localPostProcess = camera.GetComponent<PostProcessing>(); |
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/*var globalPostProcess = commonSettings == null |
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? null |
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: commonSettings.GetComponent<PostProcessing>();*/ |
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// bool globalActive = globalPostProcess != null && globalPostProcess.enabled;
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// if (!localActive && !globalActive)
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if (!localActive) |
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{ |
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var cmd = new CommandBuffer { name = "" }; |
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cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget); |
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} |
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/*var target = localActive ? localPostProcess : globalPostProcess; |
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target.Render(camera, renderContext, m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);*/ |
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localPostProcess.Render(camera, renderContext, m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget); |
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} |
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} |
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