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);
        }