private void DepthPass(CommandBuffer cb) { Material mat = this.context.materialFactory.Get("Hidden/Post FX/Builtin Debug Views"); BuiltinDebugViewsModel.DepthSettings depth = base.model.settings.depth; cb.SetGlobalFloat(BuiltinDebugViewsComponent.Uniforms._DepthScale, 1f / depth.scale); cb.Blit(null, BuiltinRenderTextureType.CameraTarget, mat, 0); }
private void DepthPass(CommandBuffer cb) { Material mat = base.context.materialFactory.Get("Hidden/Post FX/Builtin Debug Views"); BuiltinDebugViewsModel.DepthSettings depth = base.model.settings.depth; cb.SetGlobalFloat(Uniforms._DepthScale, 1f / depth.scale); cb.Blit((Texture)null, 2, mat, 0); }