normalToWorldBatch[instanceCount].m03=fadeFactor*m_Blend;// vector3 rotation matrix so bottom row and last column can be used for other data to save space
m_DbufferManager.EnableDBUffer=true;// mesh decals are renderers managed by c++ runtime and we have no way to query if any are visible, so set to true
DecalSystem.instance.UpdateCachedMaterialData();// textures, alpha or fade distances could've changed
DecalSystem.instance.CreateDrawData();// prepare data is separate from draw
DecalSystem.instance.UpdateTextureAtlas(cmd);// as this is only used for transparent pass, would've been nice not to have to do this if no transparent renderers are visible, needs to happen after CreateDrawData
//if ((hdCamera.frameSettings.enableDBuffer) && (DecalSystem.m_DecalsVisibleThisFrame > 0)) // enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
if(hdCamera.frameSettings.enableDBuffer)
if((hdCamera.frameSettings.enableDBuffer)&&(DecalSystem.m_DecalsVisibleThisFrame>0))// enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
{
DecalSystem.instance.SetAtlas(cmd);// for clustered decals