//void OnPreRender()
    //{

    //}

    //private void OnRenderImage(RenderTexture source, RenderTexture destination)
    //{

    //}

    //MSAA和HDR会激活unity内部的渲染流程必须走OnRenderImage(存疑),所以事先关闭
    private void OnPostRender()
    {
        Graphics.SetRenderTarget(rt);
        GL.Clear(true, true, Color.grey);

        CubeDraw.Draw(pureColorMaterial, cubeMesh);
        SkyboxDraw.Draw(cam, skyboxMaterial);

        Graphics.Blit(rt, cam.targetTexture);
    }