void RenderGBuffer(CullResults cull, Camera camera, ScriptableRenderContext renderContext) { if (debugParameters.ShouldUseForwardRenderingOnly()) { return; } using (new Utilities.ProfilingSample("GBuffer Pass", renderContext)) { // setup GBuffer for rendering Utilities.SetRenderTarget(renderContext, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT); // render opaque objects into GBuffer RenderOpaqueRenderList(cull, camera, renderContext, "GBuffer", Utilities.kRendererConfigurationBakedLighting); } }
void RenderGBuffer(CullResults cull, Camera camera, ScriptableRenderContext renderContext) { if (m_Owner.renderingSettings.ShouldUseForwardRenderingOnly()) { return; } using (new Utilities.ProfilingSample("GBuffer Pass", renderContext)) { bool debugLighting = globalDebugSettings.lightingDebugSettings.lightingDebugMode != LightingDebugMode.None; // setup GBuffer for rendering Utilities.SetRenderTarget(renderContext, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT); // render opaque objects into GBuffer RenderOpaqueRenderList(cull, camera, renderContext, debugLighting ? "GBufferDebugLighting" : "GBuffer", Utilities.kRendererConfigurationBakedLighting); } }
// In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers // for SSS public void InitSSSBuffersFromGBuffer(GBufferManager gbufferManager) { m_RTIDs[0] = gbufferManager.GetGBuffers()[0]; // Note: This buffer must be sRGB (which is the case with Lit.shader) }
// In case of deferred, we must be in sync with SubsurfaceScattering.hlsl and lit.hlsl files and setup the correct buffers // for SSS public void InitSSSBuffersFromGBuffer(int width, int height, GBufferManager gbufferManager, CommandBuffer cmd) { m_RTIDs[0] = gbufferManager.GetGBuffers()[0]; }