public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
        {
            if (skyContext.IsValid() && hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky)
            {
                using (new ProfilingSample(cmd, "Sky Pass"))
                {
                    m_BuiltinParameters.commandBuffer             = cmd;
                    m_BuiltinParameters.sunLight                  = sunLight;
                    m_BuiltinParameters.pixelCoordToViewDirMatrix = hdCamera.mainViewConstants.pixelCoordToViewDirWS;
                    m_BuiltinParameters.screenSize                = hdCamera.screenSize;
                    m_BuiltinParameters.colorBuffer               = colorBuffer;
                    m_BuiltinParameters.depthBuffer               = depthBuffer;
                    m_BuiltinParameters.hdCamera                  = hdCamera;
                    m_BuiltinParameters.debugSettings             = debugSettings;

                    skyContext.renderer.SetRenderTargets(m_BuiltinParameters);

                    // If the luxmeter is enabled, we don't render the sky
                    if (debugSettings.data.lightingDebugSettings.debugLightingMode != DebugLightingMode.LuxMeter)
                    {
                        // When rendering the visual sky for reflection probes, we need to remove the sun disk if skySettings.includeSunInBaking is false.
                        skyContext.renderer.RenderSky(m_BuiltinParameters, false, hdCamera.camera.cameraType != CameraType.Reflection || skyContext.skySettings.includeSunInBaking.value);
                    }
                }
            }
        }
        public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandleSystem.RTHandle colorBuffer, RTHandleSystem.RTHandle depthBuffer, DebugDisplaySettings debugSettings, CommandBuffer cmd)
        {
            if (skyContext.IsValid() && hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky)
            {
                using (new ProfilingSample(cmd, "Sky Pass"))
                {
                    m_BuiltinParameters.commandBuffer             = cmd;
                    m_BuiltinParameters.sunLight                  = sunLight;
                    m_BuiltinParameters.pixelCoordToViewDirMatrix = HDUtils.ComputePixelCoordToWorldSpaceViewDirectionMatrix(hdCamera.camera.fieldOfView * Mathf.Deg2Rad, hdCamera.screenSize, hdCamera.viewMatrix, false);
                    m_BuiltinParameters.invViewProjMatrix         = hdCamera.viewProjMatrix.inverse;
                    m_BuiltinParameters.screenSize                = hdCamera.screenSize;
                    m_BuiltinParameters.cameraPosWS               = hdCamera.camera.transform.position;
                    m_BuiltinParameters.colorBuffer               = colorBuffer;
                    m_BuiltinParameters.depthBuffer               = depthBuffer;
                    m_BuiltinParameters.hdCamera                  = hdCamera;
                    m_BuiltinParameters.debugSettings             = debugSettings;

                    skyContext.renderer.SetRenderTargets(m_BuiltinParameters);

                    // If the luxmeter is enabled, we don't render the sky
                    if (debugSettings.lightingDebugSettings.debugLightingMode != DebugLightingMode.LuxMeter)
                    {
                        // When rendering the visual sky for reflection probes, we need to remove the sun disk if skySettings.includeSunInBaking is false.
                        skyContext.renderer.RenderSky(m_BuiltinParameters, false, hdCamera.camera.cameraType != CameraType.Reflection || skyContext.skySettings.includeSunInBaking);
                    }
                }
            }
        }
Exemple #3
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        public void UpdateCurrentSkySettings(HDCamera hdCamera)
        {
#if UNITY_EDITOR
            if (HDUtils.IsRegularPreviewCamera(hdCamera.camera))
            {
                m_PreviewSky.skySettings = GetDefaultPreviewSkyInstance();
                m_CurrentSky             = m_PreviewSky;
            }
            else
#endif
            {
                m_VisualSky.skySettings = GetSkySetting(VolumeManager.instance.stack);
                m_CurrentSky            = m_VisualSky;
            }

            // Update needs to happen before testing if the component is active other internal data structure are not properly updated yet.
            VolumeManager.instance.Update(m_LightingOverrideVolumeStack, hdCamera.volumeAnchor, m_LightingOverrideLayerMask);
            if (VolumeManager.instance.IsComponentActiveInMask <VisualEnvironment>(m_LightingOverrideLayerMask))
            {
                SkySettings newSkyOverride = GetSkySetting(m_LightingOverrideVolumeStack);
                if (m_LightingOverrideSky.skySettings != null && newSkyOverride == null)
                {
                    // When we switch from override to no override, we need to make sure that the visual sky will actually be properly re-rendered.
                    // Resetting the visual sky hash will ensure that.
                    m_VisualSky.skyParametersHash = -1;
                }
                m_LightingOverrideSky.skySettings = newSkyOverride;
                m_CurrentSky = m_LightingOverrideSky;
            }
            else
            {
                m_LightingOverrideSky.skySettings = null;
            }
        }
        public void UpdateEnvironment(HDCamera camera, Light sunLight, CommandBuffer cmd)
        {
            // WORKAROUND for building the player.
            // When building the player, for some reason we end up in a state where frameCount is not updated but all currently setup shader texture are reset to null
            // resulting in a rendering error (compute shader property not bound) that makes the player building fails...
            // So we just check if the texture is bound here so that we can setup a pink one to avoid the error without breaking half the world.
            if (Shader.GetGlobalTexture(HDShaderIDs._SkyTexture) == null)
            {
                cmd.SetGlobalTexture(HDShaderIDs._SkyTexture, CoreUtils.magentaCubeTexture);
            }

            // This is done here because we need to wait for one frame that the command buffer is executed before using the resulting textures.
            // Testing the current skybox material is because we have to make sure that additive scene loading or even some user script haven't altered it.
            if (m_NeedUpdateBakingSky || (RenderSettings.skybox != m_StandardSkyboxMaterial))
            {
                // Here we update the global SkyMaterial so that it uses our baking sky cubemap. This way, next time the GI is baked, the right sky will be present.
                float intensity = m_BakingSky.IsValid() ? 1.0f : 0.0f;         // Eliminate all diffuse if we don't have a skybox (meaning for now the background is black in HDRP)
                m_StandardSkyboxMaterial.SetTexture("_Tex", m_BakingSkyRenderingContext.cubemapRT);
                RenderSettings.skybox              = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
                RenderSettings.ambientIntensity    = intensity;
                RenderSettings.ambientMode         = AmbientMode.Skybox;       // Force skybox for our HDRI
                RenderSettings.reflectionIntensity = intensity;
                RenderSettings.customReflection    = null;

                // Strictly speaking, this should not be necessary, but it helps avoiding inconsistent behavior in the editor
                // where the GI system sometimes update the ambient probe and sometime does not...
                DynamicGI.UpdateEnvironment();

                m_NeedUpdateBakingSky = false;
            }

            if (m_NeedUpdateRealtimeEnv)
            {
                // TODO: Here we need to do that in case we are using real time GI. Unfortunately we don't have a way to check that atm.
                // Moreover we still need Async readback from texture in command buffers first.
                //DynamicGI.SetEnvironmentData();
                m_NeedUpdateRealtimeEnv = false;
            }

            UpdateSkyTypes();
            UpdateCurrentSkySettings(camera);

            m_NeedUpdateBakingSky = m_BakingSkyRenderingContext.UpdateEnvironment(m_BakingSky, camera, sunLight, m_UpdateRequired, cmd);
            SkyUpdateContext currentSky = m_LightingOverrideSky.IsValid() ? m_LightingOverrideSky : m_VisualSky;

            m_NeedUpdateRealtimeEnv = m_SkyRenderingContext.UpdateEnvironment(currentSky, camera, sunLight, m_UpdateRequired, cmd);

            m_UpdateRequired = false;

            SetGlobalSkyTexture(cmd);
            if (IsSkyValid())
            {
                cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 1);
            }
            else
            {
                cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 0);
            }
        }
 void RenderCubemapGGXConvolution(SkyUpdateContext skyContext)
 {
     using (new ProfilingSample(m_BuiltinParameters.commandBuffer, "Update Env: GGX Convolution"))
     {
         if (skyContext.skySettings.useMIS && m_SupportsMIS)
         {
             m_IBLFilterGGX.FilterCubemapMIS(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT, m_SkyboxConditionalCdfRT, m_SkyboxMarginalRowCdfRT);
         }
         else
         {
             m_IBLFilterGGX.FilterCubemap(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, m_SkyboxGGXCubemapRT);
         }
     }
 }
 void RenderCubemapGGXConvolution(SkyUpdateContext skyContext)
 {
     using (new ProfilingSample(m_BuiltinParameters.commandBuffer, "Update Env: GGX Convolution"))
     {
         for (int bsdfIdx = 0; bsdfIdx < m_IBLFilterArray.Length; ++bsdfIdx)
         {
             // First of all filter this cubemap using the target filter
             m_IBLFilterArray[bsdfIdx].FilterCubemap(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, m_SkyboxBSDFCubemapIntermediate);
             // Then copy it to the cubemap array slice
             for (int i = 0; i < 6; ++i)
             {
                 m_BuiltinParameters.commandBuffer.CopyTexture(m_SkyboxBSDFCubemapIntermediate, i, m_SkyboxBSDFCubemapArray, 6 * bsdfIdx + i);
             }
         }
     }
 }
        void RenderSkyToCubemap(SkyUpdateContext skyContext)
        {
            for (int i = 0; i < 6; ++i)
            {
                m_BuiltinParameters.pixelCoordToViewDirMatrix = m_facePixelCoordToViewDirMatrices[i];
                m_BuiltinParameters.colorBuffer = m_SkyboxCubemapRT;
                m_BuiltinParameters.depthBuffer = null;
                m_BuiltinParameters.hdCamera    = null;

                CoreUtils.SetRenderTarget(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, ClearFlag.None, 0, (CubemapFace)i);
                skyContext.renderer.RenderSky(m_BuiltinParameters, true, skyContext.skySettings.includeSunInBaking.value);
            }

            // Generate mipmap for our cubemap
            Debug.Assert(m_SkyboxCubemapRT.rt.autoGenerateMips == false);
            m_BuiltinParameters.commandBuffer.GenerateMips(m_SkyboxCubemapRT);
        }
        void RenderSkyToCubemap(SkyUpdateContext skyContext)
        {
            for (int i = 0; i < 6; ++i)
            {
                m_BuiltinParameters.pixelCoordToViewDirMatrix = m_facePixelCoordToViewDirMatrices[i];
                m_BuiltinParameters.invViewProjMatrix         = m_faceCameraInvViewProjectionMatrix[i];
                m_BuiltinParameters.colorBuffer = m_SkyboxCubemapRT;
                m_BuiltinParameters.depthBuffer = BuiltinSkyParameters.nullRT;

                CoreUtils.SetRenderTarget(m_BuiltinParameters.commandBuffer, m_SkyboxCubemapRT, ClearFlag.None, 0, (CubemapFace)i);
                skyContext.renderer.RenderSky(m_BuiltinParameters, true);
            }

            // Generate mipmap for our cubemap
            Debug.Assert(m_SkyboxCubemapRT.autoGenerateMips == false);
            m_BuiltinParameters.commandBuffer.GenerateMips(m_SkyboxCubemapRT);
        }
        public void RenderSky(SkyUpdateContext skyContext, HDCamera camera, Light sunLight, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, CommandBuffer cmd)
        {
            if (skyContext.IsValid())
            {
                using (new ProfilingSample(cmd, "Sky Pass"))
                {
                    m_BuiltinParameters.commandBuffer             = cmd;
                    m_BuiltinParameters.sunLight                  = sunLight;
                    m_BuiltinParameters.pixelCoordToViewDirMatrix = HDUtils.ComputePixelCoordToWorldSpaceViewDirectionMatrix(camera.camera.fieldOfView * Mathf.Deg2Rad, camera.screenSize, camera.viewMatrix, false);
                    m_BuiltinParameters.invViewProjMatrix         = camera.viewProjMatrix.inverse;
                    m_BuiltinParameters.screenSize                = camera.screenSize;
                    m_BuiltinParameters.cameraPosWS               = camera.camera.transform.position;
                    m_BuiltinParameters.colorBuffer               = colorBuffer;
                    m_BuiltinParameters.depthBuffer               = depthBuffer;

                    skyContext.renderer.SetRenderTargets(m_BuiltinParameters);
                    skyContext.renderer.RenderSky(m_BuiltinParameters, false);
                }
            }
        }
        public void RenderSky(SkyUpdateContext skyContext, HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, RTHandle depthBuffer, CommandBuffer cmd)
        {
            if (skyContext.IsValid() && hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky)
            {
                using (new ProfilingSample(cmd, "Sky Pass"))
                {
                    m_BuiltinParameters.commandBuffer             = cmd;
                    m_BuiltinParameters.sunLight                  = sunLight;
                    m_BuiltinParameters.pixelCoordToViewDirMatrix = HDUtils.ComputePixelCoordToWorldSpaceViewDirectionMatrix(hdCamera.camera.fieldOfView * Mathf.Deg2Rad, hdCamera.screenSize, hdCamera.viewMatrix, false);
                    m_BuiltinParameters.invViewProjMatrix         = hdCamera.viewProjMatrix.inverse;
                    m_BuiltinParameters.screenSize                = hdCamera.screenSize;
                    m_BuiltinParameters.cameraPosWS               = hdCamera.camera.transform.position;
                    m_BuiltinParameters.colorBuffer               = colorBuffer;
                    m_BuiltinParameters.depthBuffer               = depthBuffer;
                    m_BuiltinParameters.hdCamera                  = hdCamera;

                    skyContext.renderer.SetRenderTargets(m_BuiltinParameters);
                    skyContext.renderer.RenderSky(m_BuiltinParameters, false);
                }
            }
        }
        public bool UpdateEnvironment(SkyUpdateContext skyContext, HDCamera camera, Light sunLight, bool updateRequired, CommandBuffer cmd)
        {
            bool result = false;

            if (skyContext.IsValid())
            {
                skyContext.currentUpdateTime += Time.deltaTime;

                m_BuiltinParameters.commandBuffer = cmd;
                m_BuiltinParameters.sunLight      = sunLight;
                m_BuiltinParameters.screenSize    = m_CubemapScreenSize;
                m_BuiltinParameters.cameraPosWS   = camera.camera.transform.position;
                m_BuiltinParameters.hdCamera      = null;

                int sunHash = 0;
                if (sunLight != null)
                {
                    sunHash = (sunLight.GetHashCode() * 23 + sunLight.transform.position.GetHashCode()) * 23 + sunLight.transform.rotation.GetHashCode();
                }
                int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode();

                bool forceUpdate = (updateRequired || skyContext.updatedFramesRequired > 0 || m_NeedUpdate);
                if (forceUpdate ||
                    (skyContext.skySettings.updateMode == EnvironementUpdateMode.OnChanged && skyHash != skyContext.skyParametersHash) ||
                    (skyContext.skySettings.updateMode == EnvironementUpdateMode.Realtime && skyContext.currentUpdateTime > skyContext.skySettings.updatePeriod))
                {
                    using (new ProfilingSample(cmd, "Sky Environment Pass"))
                    {
                        using (new ProfilingSample(cmd, "Update Env: Generate Lighting Cubemap"))
                        {
                            RenderSkyToCubemap(skyContext);
                        }

                        if (m_SupportsConvolution)
                        {
                            using (new ProfilingSample(cmd, "Update Env: Convolve Lighting Cubemap"))
                            {
                                RenderCubemapGGXConvolution(skyContext);
                            }
                        }

                        result = true;
                        skyContext.skyParametersHash = skyHash;
                        skyContext.currentUpdateTime = 0.0f;
                        skyContext.updatedFramesRequired--;
                        m_NeedUpdate = false;

#if UNITY_EDITOR
                        // In the editor when we change the sky we want to make the GI dirty so when baking again the new sky is taken into account.
                        // Changing the hash of the rendertarget allow to say that GI is dirty
                        m_SkyboxCubemapRT.rt.imageContentsHash = new Hash128((uint)skyContext.skySettings.GetHashCode(), 0, 0, 0);
#endif
                    }
                }
            }
            else
            {
                if (skyContext.skyParametersHash != 0)
                {
                    CoreUtils.ClearCubemap(cmd, m_SkyboxCubemapRT, Color.black, true);
                    if (m_SupportsConvolution)
                    {
                        CoreUtils.ClearCubemap(cmd, m_SkyboxGGXCubemapRT, Color.black, true);
                    }

                    skyContext.skyParametersHash = 0;
                    result = true;
                }
            }

            return(result);
        }
        // GC.Alloc
        // VolumeParameter`.op_Equality()
        public bool UpdateEnvironment(SkyUpdateContext skyContext, HDCamera camera, Light sunLight, bool updateRequired, bool updateAmbientProbe, CommandBuffer cmd)
        {
            bool result = false;

            if (skyContext.IsValid())
            {
                skyContext.currentUpdateTime += Time.deltaTime;

                m_BuiltinParameters.commandBuffer = cmd;
                m_BuiltinParameters.sunLight      = sunLight;
                m_BuiltinParameters.screenSize    = m_CubemapScreenSize;
                m_BuiltinParameters.cameraPosWS   = camera.camera.transform.position;
                m_BuiltinParameters.hdCamera      = null;
                m_BuiltinParameters.debugSettings = null; // We don't want any debug when updating the environment.

                int sunHash = 0;
                if (sunLight != null)
                {
                    sunHash = GetSunLightHashCode(sunLight);
                }
                int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode();

                bool forceUpdate = (updateRequired || skyContext.updatedFramesRequired > 0 || m_NeedUpdate);
                if (forceUpdate ||
                    (skyContext.skySettings.updateMode == EnvironementUpdateMode.OnChanged && skyHash != skyContext.skyParametersHash) ||
                    (skyContext.skySettings.updateMode == EnvironementUpdateMode.Realtime && skyContext.currentUpdateTime > skyContext.skySettings.updatePeriod.value))
                {
                    using (new ProfilingSample(cmd, "Sky Environment Pass"))
                    {
                        using (new ProfilingSample(cmd, "Update Env: Generate Lighting Cubemap"))
                        {
                            RenderSkyToCubemap(skyContext);

                            if (updateAmbientProbe)
                            {
                                using (new ProfilingSample(cmd, "Update Ambient Probe"))
                                {
                                    cmd.SetComputeBufferParam(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, m_AmbientProbeOutputBufferParam, m_AmbientProbeResult);
                                    cmd.SetComputeTextureParam(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, m_AmbientProbeInputCubemap, m_SkyboxCubemapRT);
                                    cmd.DispatchCompute(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, 1, 1, 1);
                                    cmd.RequestAsyncReadback(m_AmbientProbeResult, OnComputeAmbientProbeDone);
                                }
                            }
                        }

                        if (m_SupportsConvolution)
                        {
                            using (new ProfilingSample(cmd, "Update Env: Convolve Lighting Cubemap"))
                            {
                                RenderCubemapGGXConvolution(skyContext);
                            }
                        }

                        result = true;
                        skyContext.skyParametersHash = skyHash;
                        skyContext.currentUpdateTime = 0.0f;
                        skyContext.updatedFramesRequired--;
                        m_NeedUpdate = false;

#if UNITY_EDITOR
                        // In the editor when we change the sky we want to make the GI dirty so when baking again the new sky is taken into account.
                        // Changing the hash of the rendertarget allow to say that GI is dirty
                        m_SkyboxCubemapRT.rt.imageContentsHash = new Hash128((uint)skyContext.skySettings.GetHashCode(), 0, 0, 0);
#endif
                    }
                }
            }
            else
            {
                if (skyContext.skyParametersHash != 0)
                {
                    using (new ProfilingSample(cmd, "Clear Sky Environment Pass"))
                    {
                        CoreUtils.ClearCubemap(cmd, m_SkyboxCubemapRT, Color.black, true);
                        if (m_SupportsConvolution)
                        {
                            CoreUtils.ClearCubemap(cmd, m_SkyboxBSDFCubemapIntermediate, Color.black, true);
                            for (int bsdfIdx = 0; bsdfIdx < m_IBLFilterArray.Length; ++bsdfIdx)
                            {
                                for (int face = 0; face < 6; ++face)
                                {
                                    cmd.CopyTexture(m_SkyboxBSDFCubemapIntermediate, face, m_SkyboxBSDFCubemapArray, 6 * bsdfIdx + face);
                                }
                            }
                        }
                    }

                    skyContext.skyParametersHash = 0;
                    result = true;
                }
            }

            return(result);
        }
        public void UpdateEnvironment(HDCamera hdCamera, Light sunLight, CommandBuffer cmd)
        {
            // WORKAROUND for building the player.
            // When building the player, for some reason we end up in a state where frameCount is not updated but all currently setup shader texture are reset to null
            // resulting in a rendering error (compute shader property not bound) that makes the player building fails...
            // So we just check if the texture is bound here so that we can setup a pink one to avoid the error without breaking half the world.
            if (Shader.GetGlobalTexture(HDShaderIDs._SkyTexture) == null)
            {
                cmd.SetGlobalTexture(HDShaderIDs._SkyTexture, CoreUtils.magentaCubeTexture);
            }

            bool isRegularPreview = HDUtils.IsRegularPreviewCamera(hdCamera.camera);

            SkyAmbientMode   ambientMode = VolumeManager.instance.stack.GetComponent <VisualEnvironment>().skyAmbientMode.value;
            SkyUpdateContext currentSky  = m_LightingOverrideSky.IsValid() ? m_LightingOverrideSky : m_VisualSky;

            // Preview should never use dynamic ambient or they will conflict with main view (async readback of sky texture will update ambient probe for main view one frame later)
            if (isRegularPreview)
            {
                ambientMode = SkyAmbientMode.Static;
            }

            m_SkyRenderingContext.UpdateEnvironment(currentSky, hdCamera, sunLight, m_UpdateRequired, ambientMode == SkyAmbientMode.Dynamic, cmd);
            StaticLightingSky staticLightingSky = GetStaticLightingSky();

            // We don't want to update the static sky during preview because it contains custom lights that may change the result.
            // The consequence is that previews will use main scene static lighting but we consider this to be acceptable.
            if (staticLightingSky != null && !isRegularPreview)
            {
                m_StaticLightingSky.skySettings = staticLightingSky.skySettings;
                m_StaticLightingSkyRenderingContext.UpdateEnvironment(m_StaticLightingSky, hdCamera, sunLight, false, true, cmd);
            }

            bool useRealtimeGI = true;

#if UNITY_EDITOR
            useRealtimeGI = UnityEditor.Lightmapping.realtimeGI;
#endif
            // Working around GI current system
            // When using baked lighting, setting up the ambient probe should be sufficient => We only need to update RenderSettings.ambientProbe with either the static or visual sky ambient probe (computed from GPU)
            // When using real time GI. Enlighten will pull sky information from Skybox material. So in order for dynamic GI to work, we update the skybox material texture and then set the ambient mode to SkyBox
            // Problem: We can't check at runtime if realtime GI is enabled so we need to take extra care (see useRealtimeGI usage below)
            RenderSettings.ambientMode = AmbientMode.Custom; // Needed to specify ourselves the ambient probe (this will update internal ambient probe data passed to shaders)
            if (ambientMode == SkyAmbientMode.Static)
            {
                RenderSettings.ambientProbe = GetStaticLightingAmbientProbe();
                m_StandardSkyboxMaterial.SetTexture("_Tex", GetStaticLightingTexture());
            }
            else
            {
                RenderSettings.ambientProbe = m_SkyRenderingContext.ambientProbe;
                // Workaround in the editor:
                // When in the editor, if we use baked lighting, we need to setup the skybox material with the static lighting texture otherwise when baking, the dynamic texture will be used
                if (useRealtimeGI)
                {
                    m_StandardSkyboxMaterial.SetTexture("_Tex", currentSky.IsValid() ? (Texture)m_SkyRenderingContext.cubemapRT : CoreUtils.blackCubeTexture);
                }
                else
                {
                    m_StandardSkyboxMaterial.SetTexture("_Tex", GetStaticLightingTexture());
                }
            }

            // This is only needed if we use realtime GI otherwise enlighten won't get the right sky information
            RenderSettings.skybox              = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
            RenderSettings.ambientIntensity    = 1.0f;
            RenderSettings.ambientMode         = AmbientMode.Skybox;       // Force skybox for our HDRI
            RenderSettings.reflectionIntensity = 1.0f;
            RenderSettings.customReflection    = null;

            m_UpdateRequired = false;

            SetGlobalSkyTexture(cmd);
            if (IsLightingSkyValid())
            {
                cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 1);
            }
            else
            {
                cmd.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 0);
            }
        }