public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(); // Reset per-camera shader keywords. They are enabled depending on which render passes are executed. cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadows); cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadowCascades); cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsVertex); cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightsPixel); cmd.DisableShaderKeyword(ShaderKeywordStrings.AdditionalLightShadows); cmd.DisableShaderKeyword(ShaderKeywordStrings.SoftShadows); cmd.DisableShaderKeyword(ShaderKeywordStrings.MixedLightingSubtractive); cmd.DisableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion); context.ExecuteCommandBuffer(cmd); cmd.Clear(); CommandBufferPool.Release(cmd); m_forwardLights.Setup(context, ref renderingData); }
public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData) { m_ForwardLights.Setup(context, ref renderingData); }