protected void OnEndCameraRendering(ScriptableRenderContext context, UnityEngine.Camera camera) { if (camera.Equals(camSensor)) { var cmdBuffer = new CommandBuffer(); cmdBuffer.SetInvertCulling(false); context.ExecuteCommandBuffer(cmdBuffer); context.Submit(); } }
protected void OnBeginCameraRendering(ScriptableRenderContext context, UnityEngine.Camera camera) { if (camera.Equals(camSensor)) { // This is where you can write custom rendering code. Customize this method to customize your SRP. // Create and schedule a command to clear the current render target cmdBuffer.SetInvertCulling(true); context.ExecuteCommandBuffer(cmdBuffer); // Tell the Scriptable Render Context to tell the graphics API to perform the scheduled commands cmdBuffer.Clear(); context.Submit(); } }