public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer        buffer  = data.buffer;
            RenderClusterOptions options = new RenderClusterOptions
            {
                command        = buffer,
                frustumPlanes  = proper.frustumPlanes,
                cullingShader  = data.resources.shaders.gpuFrustumCulling,
                terrainCompute = data.resources.shaders.terrainCompute
            };
            FilteringSettings alphaTestFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2450, 2499)
            };
            FilteringSettings opaqueFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2000, 2449)
            };
            DrawingSettings depthAlphaTestDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                             new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.OptimizeStateChanges
            }
                                                                             )
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = true,
                enableInstancing      = false
            };
            DrawingSettings depthOpaqueDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                          new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.None
            })
            {
                perObjectData             = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching     = true,
                enableInstancing          = false,
                overrideMaterial          = proper.overrideOpaqueMaterial,
                overrideMaterialPassIndex = 1
            };

            DrawingSettings drawSettings = new DrawingSettings(new ShaderTagId("GBuffer"), new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.Lightmaps,
                enableDynamicBatching = true,
                enableInstancing      = false
            };

            //Draw Depth Prepass
            data.buffer.SetRenderTarget(ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(true, false, Color.black);
            cullHandle.Complete();
            var lst = CustomDrawRequest.allEvents;

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawDepthPrepass(buffer);
            }
            HizOcclusionData hizOccData = null;

            PipelineFunctions.UpdateFrustumMinMaxPoint(buffer, proper.frustumMinPoint, proper.frustumMaxPoint);
            if (useHiZ && SceneController.gpurpEnabled)
            {
#if UNITY_EDITOR
                if (Application.isPlaying)
                {
#endif
                hizOccData = IPerCameraData.GetProperty(cam, (c) => new HizOcclusionData(c.cam.pixelWidth));
                hizOccData.UpdateWidth(cam.cam.pixelWidth);
                SceneController.CullCluster_LastFrameDepthHiZ(ref options, hizOccData, cam);
                buffer.DrawProceduralIndirect(Matrix4x4.identity, clusterMat, 2, MeshTopology.Triangles, SceneController.baseBuffer.instanceCountBuffer, 0);

#if UNITY_EDITOR
            }
#endif
            }
            RenderStateBlock depthBlock = new RenderStateBlock
            {
                depthState = new DepthState(true, CompareFunction.Less),
                mask       = RenderStateMask.Depth
            };
            SceneController.RenderScene(ref data, ref opaqueFilter, ref depthOpaqueDrawSettings, ref proper.cullResults, ref depthBlock);
            data.context.DrawRenderers(proper.cullResults, ref depthAlphaTestDrawSettings, ref alphaTestFilter);
            decalEvt.FrameUpdate(cam, ref data);
            //Draw GBuffer
            data.buffer.SetRenderTarget(colors: cam.targets.gbufferIdentifier, depth: ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(false, true, Color.black);


            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawGBuffer(buffer);
            }
            if (useHiZ && SceneController.gpurpEnabled)
            {
#if UNITY_EDITOR
                if (Application.isPlaying)
                {
#endif
                buffer.SetGlobalBuffer(ShaderIDs._MaterialBuffer, data.resources.clusterResources.vmManager.materialBuffer);
                buffer.SetGlobalBuffer(ShaderIDs._TriangleMaterialBuffer, SceneController.baseBuffer.triangleMaterialBuffer);
                buffer.SetGlobalTexture(ShaderIDs._GPURPMainTex, data.resources.clusterResources.rgbaPool.rt);
                buffer.SetGlobalTexture(ShaderIDs._GPURPEmissionMap, data.resources.clusterResources.emissionPool.rt);
                buffer.SetGlobalTexture(ShaderIDs._GPURPBumpMap, data.resources.clusterResources.normalPool.rt);
                buffer.SetGlobalTexture(ShaderIDs._GPURPHeightMap, data.resources.clusterResources.heightPool.rt);
                buffer.DrawProceduralIndirect(Matrix4x4.identity, clusterMat, 0, MeshTopology.Triangles, SceneController.baseBuffer.instanceCountBuffer, 0);
#if UNITY_EDITOR
            }
#endif
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref drawSettings, ref proper.cullResults);
            if (MTerrain.current)
            {
                MTerrain.current.DrawTerrain(buffer, 0, proper.frustumPlanes);
            }

            //Draw AlphaTest

            /* SortingSettings st = drawSettings.sortingSettings;
             * st.criteria = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges;
             * drawSettings.sortingSettings = st;*/
            SceneController.RenderScene(ref data, ref alphaTestFilter, ref drawSettings, ref proper.cullResults);
            //Draw Recheck HIZ Occlusion
            if (useHiZ && SceneController.gpurpEnabled)
            {
#if UNITY_EDITOR
                if (Application.isPlaying)
#endif
                SceneController.DrawCluster_RecheckHiz(ref options, ref hizDepth, hizOccData, clusterMat, linearMat, cam);
            }
            //Draw Depth
            data.buffer.Blit(ShaderIDs._DepthBufferTexture, ShaderIDs._CameraDepthTexture);
            if (needUpdateGeometryBuffer)
            {
                needUpdateGeometryBuffer = false;
                data.ExecuteCommandBuffer();
                data.context.ExecuteCommandBuffer(m_afterGeometryBuffer);
                m_afterGeometryBuffer.Clear();
            }
        }