private void OnPostRender() { Camera cam = Camera.current; Shader.SetGlobalTexture(_DepthTexture, depthTexture); //Graphics.SetRenderTarget(cameraTarget); Graphics.SetRenderTarget(GBuffers, depthTexture.depthBuffer); GL.Clear(true, true, Color.black); //pureColorMaterial.color = new Color(0, 0.5f, 0.8f); //pureColorMaterial.SetPass(0); deferredLighting.deferredMaterial.SetPass(0); foreach (var i in cubeTransforms) { Graphics.DrawMeshNow(cubeMesh, i.localToWorldMatrix); } skybox.DrawSkybox(cam); Graphics.Blit(cameraTarget, cam.targetTexture); }