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m_DebugDisplaySettings.RegisterDebug(); |
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#if UNITY_EDITOR
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// We don't need the debug of Default camera at runtime (each camera have its own debug settings)
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FrameSettings.RegisterDebug("Default Camera", m_Asset.GetFrameSettings()); |
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// We don't need the debug of Scene View at runtime (each camera have its own debug settings)
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FrameSettings.RegisterDebug("Scene View", m_Asset.GetFrameSettings()); |
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#endif
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InitializeRenderTextures(); |
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