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{ |
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SetupMaterialHDCamera(camera, material); |
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commandBuffer.SetRenderTarget(colorBuffer); |
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3); |
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties); |
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} |
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// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
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{ |
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SetupMaterialHDCamera(camera, material); |
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commandBuffer.SetRenderTarget(colorBuffer, depthStencilBuffer); |
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3); |
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties); |
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} |
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// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
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{ |
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SetupMaterialHDCamera(camera, material); |
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commandBuffer.SetRenderTarget(colorBuffers, depthStencilBuffer); |
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3); |
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commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties); |
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} |
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// Draws a full screen triangle as a faster alternative to drawing a full screen quad.
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