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return numLightsOut + numProbesOut; |
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} |
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#if UNITY_EDITOR
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public override void RenderSceneView(Camera camera, RenderLoop renderLoop) |
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{ |
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base.RenderSceneView(camera, renderLoop); |
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renderLoop.PrepareForEditorRendering(camera, new RenderTargetIdentifier(s_CameraDepthTexture)); |
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renderLoop.Submit(); |
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} |
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#endif
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public override void Render(Camera[] cameras, RenderLoop renderLoop) |
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{ |
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foreach (var camera in cameras) |
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|