288 lines
22 KiB
C#
288 lines
22 KiB
C#
// the main purpose of this pass is to:
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// - request URP's depth & normal texture at a correct RenderPassEvent(must be BeforeOpaque or earlier(same as URP's SSAO = BeforeOpaque)), not any timing after that, else depth & normal texture may flicker)
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// - set screen space outline's global param
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// this pass doesn't "render"/"draw" anything
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.XR;
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namespace NiloToon.NiloToonURP
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{
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public class NiloToonScreenSpaceOutlinePass : ScriptableRenderPass
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{
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NiloToonRendererFeatureSettings allSettings;
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NiloToonToonOutlinePass.Settings settings;
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ProfilingSampler m_ProfilingSamplerScreenSpaceOutline;
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static readonly int _GlobalScreenSpaceOutlineIntensityForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineIntensityForChar");
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static readonly int _GlobalScreenSpaceOutlineIntensityForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineIntensityForEnvi");
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static readonly int _GlobalScreenSpaceOutlineWidthMultiplierForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineWidthMultiplierForChar");
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static readonly int _GlobalScreenSpaceOutlineWidthMultiplierForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineWidthMultiplierForEnvi");
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static readonly int _GlobalScreenSpaceOutlineNormalsSensitivityOffsetForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineNormalsSensitivityOffsetForChar");
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static readonly int _GlobalScreenSpaceOutlineNormalsSensitivityOffsetForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineNormalsSensitivityOffsetForEnvi");
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static readonly int _GlobalScreenSpaceOutlineDepthSensitivityOffsetForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineDepthSensitivityOffsetForChar");
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static readonly int _GlobalScreenSpaceOutlineDepthSensitivityOffsetForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineDepthSensitivityOffsetForEnvi");
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static readonly int _GlobalScreenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForChar");
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static readonly int _GlobalScreenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForEnvi");
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static readonly int _GlobalScreenSpaceOutlineTintColorForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineTintColorForChar");
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static readonly int _GlobalScreenSpaceOutlineTintColorForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineTintColorForEnvi");
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//----------------------[V2]------------------------------------
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static readonly int _GlobalScreenSpaceOutlineV2IntensityForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2IntensityForChar");
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static readonly int _GlobalScreenSpaceOutlineV2IntensityForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2IntensityForEnvi");
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static readonly int _GlobalScreenSpaceOutlineV2WidthMultiplierForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2WidthMultiplierForChar");
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static readonly int _GlobalScreenSpaceOutlineV2WidthMultiplierForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2WidthMultiplierForEnvi");
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static readonly int _GlobalScreenSpaceOutlineV2EnableGeometryEdgeForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2EnableGeometryEdgeForChar");
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static readonly int _GlobalScreenSpaceOutlineV2EnableGeometryEdgeForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2EnableGeometryEdgeForEnvi");
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static readonly int _GlobalScreenSpaceOutlineV2GeometryEdgeThresholdForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2GeometryEdgeThresholdForChar");
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static readonly int _GlobalScreenSpaceOutlineV2GeometryEdgeThresholdForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2GeometryEdgeThresholdForEnvi");
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static readonly int _GlobalScreenSpaceOutlineV2EnableNormalAngleEdgeForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2EnableNormalAngleEdgeForChar");
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static readonly int _GlobalScreenSpaceOutlineV2EnableNormalAngleEdgeForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2EnableNormalAngleEdgeForEnvi");
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static readonly int _GlobalScreenSpaceOutlineV2NormalAngleCosThetaThresholdForChar_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2NormalAngleCosThetaThresholdForChar");
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static readonly int _GlobalScreenSpaceOutlineV2NormalAngleCosThetaThresholdForEnvi_SID = Shader.PropertyToID("_GlobalScreenSpaceOutlineV2NormalAngleCosThetaThresholdForEnvi");
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// constructor(will not construct on every frame)
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public NiloToonScreenSpaceOutlinePass(NiloToonRendererFeatureSettings allSettings)
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{
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this.allSettings = allSettings;
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this.settings = allSettings.outlineSettings;
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m_ProfilingSamplerScreenSpaceOutline = new ProfilingSampler("NiloToonToonOutlinePass(Screen space outline)");
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}
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in a performant manner.
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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ConfigureInput(renderingData);
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}
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private void ConfigureInput(RenderingData renderingData)
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{
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// Nilotoon automatically turn on _CameraDepthTexture and _CameraNormalsTexture if needed,
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// so user don't need to turn on _CameraDepthTexture in their Universal Render Pipeline Asset manually.
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ScriptableRenderPassInput input = ScriptableRenderPassInput.None;
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if (ShouldRenderScreenSpaceOutline(renderingData, false))
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{
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input |= ScriptableRenderPassInput.Depth; // screen space outline requires URP's _CameraDepthTexture
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input |= ScriptableRenderPassInput.Normal; // screen space outline requires URP's _CameraNormalsTexture
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}
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ConfigureInput(input);
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}
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private bool ShouldRenderScreenSpaceOutline(RenderingData renderingData, bool limitedToAllowedCameraTypeOnly)
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{
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bool shouldRenderScreenSpaceOutline = settings.AllowRenderScreenSpaceOutline;
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// when requesting URP to draw _CameraDepthTexture / _CameraNormalTexture via ConfigureInput(ScriptableRenderPassInput) (called inside OnCameraSetup()),
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// it is better to include all CameraType, else _CameraDepthTexture / _CameraNormalTexture maybe wrong when mouse is moving across different CameraType windows
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// for example, _CameraDepthTexture / _CameraNormalTexture maybe flickering or using texture from another window
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// In preview window, screenSpaceOutlineVolumeEffect.IsActive() will return false even volume exists in scene and is active,
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// which will produce screen space outline flicker problem,
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// so in preview window, we skip volume check
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if (renderingData.cameraData.cameraType != CameraType.Preview)
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{
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var screenSpaceOutlineVolume = VolumeManager.instance.stack.GetComponent<NiloToonScreenSpaceOutlineControlVolume>();
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var screenSpaceOutlineV2Volume = VolumeManager.instance.stack.GetComponent<NiloToonScreenSpaceOutlineV2ControlVolume>();
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shouldRenderScreenSpaceOutline &= screenSpaceOutlineVolume.IsActive() || screenSpaceOutlineV2Volume.IsActive();
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}
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// but when control drawing screen space outline or not, we want to limited to CameraTypes that we desired,
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// so for control drawing (called inside Execute()), we will turn on "limitedToAllowedCameraTypeOnly".
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if (limitedToAllowedCameraTypeOnly)
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{
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// CameraType.Game is always needed
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bool isAllowedCameraType = renderingData.cameraData.cameraType == CameraType.Game;
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// we still provided option to On/Off screen space outline's drawing in SceneView, default is off since it maybe disturbing due to low resolution
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if (settings.AllowRenderScreenSpaceOutlineInSceneView)
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{
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isAllowedCameraType |= renderingData.cameraData.cameraType == CameraType.SceneView;
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}
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shouldRenderScreenSpaceOutline &= isAllowedCameraType;
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}
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return shouldRenderScreenSpaceOutline;
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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renderScreenSpaceOutline(context, renderingData);
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}
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// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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// do nothing
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}
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private void renderScreenSpaceOutline(ScriptableRenderContext context, RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSamplerScreenSpaceOutline))
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{
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/*
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Note : should always ExecuteCommandBuffer at least once before using
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ScriptableRenderContext functions (e.g. DrawRenderers) even if you
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don't queue any commands! This makes sure the frame debugger displays
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everything under the correct title.
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*/
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// https://www.cyanilux.com/tutorials/custom-renderer-features/?fbclid=IwAR27j2f3VVo0IIYDa32Dh76G9KPYzwb8j1J5LllpSnLXJiGf_UHrQ_lDtKg
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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bool shouldRenderScreenSpaceOutline = ShouldRenderScreenSpaceOutline(renderingData, true);
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bool isScreenSpaceOutlineV1Active = VolumeManager.instance.stack.GetComponent<NiloToonScreenSpaceOutlineControlVolume>().IsActive();
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bool isScreenSpaceOutlineV2Active = VolumeManager.instance.stack.GetComponent<NiloToonScreenSpaceOutlineV2ControlVolume>().IsActive();
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// V1 will be override by V2
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bool shouldRenderScreenSpaceOutlineV2 = shouldRenderScreenSpaceOutline && isScreenSpaceOutlineV2Active;
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bool shouldRenderScreenSpaceOutlineV1 = (shouldRenderScreenSpaceOutline && isScreenSpaceOutlineV1Active) && !shouldRenderScreenSpaceOutlineV2;
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// WIP temp code
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// disable SS outline V2, prevent user using it
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shouldRenderScreenSpaceOutlineV2 = false;
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if (shouldRenderScreenSpaceOutlineV1)
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{
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var v = VolumeManager.instance.stack.GetComponent<NiloToonScreenSpaceOutlineControlVolume>();
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float screenSpaceOutlineIntensityForChar = v.intensity.value * v.intensityForCharacter.value;
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float screenSpaceOutlineIntensityForEnvi = v.intensity.value * v.intensityForEnvironment.value;
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float screenSpaceOutlineWidthMultiplierForChar = v.widthMultiplier.value * v.widthMultiplierForCharacter.value;
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float screenSpaceOutlineWidthMultiplierForEnvi = v.widthMultiplier.value * v.widthMultiplierForEnvironment.value;
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// extra outline control if XR
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if (XRSettings.isDeviceActive)
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{
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screenSpaceOutlineWidthMultiplierForChar *= v.extraWidthMultiplierForXR.value;
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screenSpaceOutlineWidthMultiplierForEnvi *= v.extraWidthMultiplierForXR.value;
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}
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float screenSpaceOutlineDepthSensitivityGlobalOffsetForChar = v.depthSensitivityOffset.value + v.depthSensitivityOffsetForCharacter.value;
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float screenSpaceOutlineDepthSensitivityGlobalOffsetForEnvi = v.depthSensitivityOffset.value + v.depthSensitivityOffsetForEnvironment.value;
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float screenSpaceOutlineNormalsSensitivityGlobalOffsetForChar = v.normalsSensitivityOffset.value + v.normalsSensitivityOffsetForCharacter.value;
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float screenSpaceOutlineNormalsSensitivityGlobalOffsetForEnvi = v.normalsSensitivityOffset.value + v.normalsSensitivityOffsetForEnvironment.value;
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float screenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForChar = v.depthSensitivityDistanceFadeoutStrength.value * v.depthSensitivityDistanceFadeoutStrengthForCharacter.value;
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float screenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForEnvi = v.depthSensitivityDistanceFadeoutStrength.value * v.depthSensitivityDistanceFadeoutStrengthForEnvironment.value;
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Color screenSpaceOutlineTintColorForChar = v.outlineTintColor.value * v.outlineTintColorForChar.value;
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Color screenSpaceOutlineTintColorForEnvi = v.outlineTintColor.value * v.outlineTintColorForEnvi.value;
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// values that send to shader is defined here, adjustment is applyied in order to make volume UI's default value always = 0 or 1 (easier for user)
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineIntensityForChar_SID, screenSpaceOutlineIntensityForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineIntensityForEnvi_SID, screenSpaceOutlineIntensityForEnvi);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineWidthMultiplierForChar_SID, screenSpaceOutlineWidthMultiplierForChar * 1.875f);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineWidthMultiplierForEnvi_SID, screenSpaceOutlineWidthMultiplierForEnvi * 1.875f);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineDepthSensitivityOffsetForChar_SID, screenSpaceOutlineDepthSensitivityGlobalOffsetForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineDepthSensitivityOffsetForEnvi_SID, screenSpaceOutlineDepthSensitivityGlobalOffsetForEnvi);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineNormalsSensitivityOffsetForChar_SID, screenSpaceOutlineNormalsSensitivityGlobalOffsetForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineNormalsSensitivityOffsetForEnvi_SID, screenSpaceOutlineNormalsSensitivityGlobalOffsetForEnvi + 0.25f);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForChar_SID, screenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForEnvi_SID, screenSpaceOutlineDepthSensitivityDistanceFadeoutStrengthForEnvi);
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cmd.SetGlobalColor(_GlobalScreenSpaceOutlineTintColorForChar_SID, screenSpaceOutlineTintColorForChar);
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cmd.SetGlobalColor(_GlobalScreenSpaceOutlineTintColorForEnvi_SID, screenSpaceOutlineTintColorForEnvi);
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}
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CoreUtils.SetKeyword(cmd, "_NILOTOON_GLOBAL_ENABLE_SCREENSPACE_OUTLINE", shouldRenderScreenSpaceOutlineV1);
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//---------------------------------------------------------------------------------------------------------------------------------------
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// V2
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//---------------------------------------------------------------------------------------------------------------------------------------
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if (shouldRenderScreenSpaceOutlineV2)
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{
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var v = VolumeManager.instance.stack.GetComponent<NiloToonScreenSpaceOutlineV2ControlVolume>();
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//----------------------------------------------------------------------------------------------
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// Intensity
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//----------------------------------------------------------------------------------------------
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float intensityForChar = v.intensity.value * v.intensityForCharacter.value;
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float intensityForEnvi = v.intensity.value * v.intensityForEnvironment.value;
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//----------------------------------------------------------------------------------------------
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// Width
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//----------------------------------------------------------------------------------------------
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float widthForChar = v.widthMultiplier.value * v.widthMultiplierForCharacter.value;
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float widthForEnvi = v.widthMultiplier.value * v.widthMultiplierForEnvironment.value;
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//----------------------------------------------------------------------------------------------
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// Geometry Edge
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//----------------------------------------------------------------------------------------------
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bool enableGeometryEdgeForChar = v.drawGeometryEdgeOutlineForChar.value && v.drawGeometryEdgeOutline.value;
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bool enableGeometryEdgeForEnvi = v.drawGeometryEdgeOutlineForEnvi.value && v.drawGeometryEdgeOutline.value;
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float geometryEdgeThresholdForChar = v.geometryEdgeThresholdForCharacter.overrideState ? v.geometryEdgeThresholdForCharacter.value : v.geometryEdgeThreshold.value;
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float geometryEdgeThresholdForEnvi = v.geometryEdgeThresholdForEnvironment.overrideState ? v.geometryEdgeThresholdForEnvironment.value : v.geometryEdgeThreshold.value;
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// 0.001 threshold value in volume = 0.0003cm, it is the smallest threshold that shows most of the wireframe but just before precision noise artifact comes out
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const float safeMinGeometryEdgeThreshold = 0.001f;
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geometryEdgeThresholdForChar = Mathf.Max(safeMinGeometryEdgeThreshold, geometryEdgeThresholdForChar);
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geometryEdgeThresholdForEnvi = Mathf.Max(safeMinGeometryEdgeThreshold, geometryEdgeThresholdForEnvi);
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// threshold used in shader is in meter unit, = 0.3cm when threshold value in volume is 1
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geometryEdgeThresholdForChar *= 0.003f;
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geometryEdgeThresholdForEnvi *= 0.003f;
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//----------------------------------------------------------------------------------------------
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// Normal Angle
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//----------------------------------------------------------------------------------------------
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bool enableNormalAngleEdgeForChar = v.drawNormalAngleOutlineForChar.value && v.drawNormalAngleOutline.value;
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bool enableNormalAngleEdgeForEnvi = v.drawNormalAngleOutlineForEnvi.value && v.drawNormalAngleOutline.value;
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float normalAngleThresholdForChar = v.normalAngleMinForCharacter.overrideState ? v.normalAngleMinForCharacter.value : v.normalAngleMin.value;
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float normalAngleThresholdForEnvi = v.normalAngleMinForEnvironment.overrideState ? v.normalAngleMinForEnvironment.value : v.normalAngleMin.value;
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float normalAngleCosThetaThresholdForChar = Mathf.Cos(Mathf.Deg2Rad * normalAngleThresholdForChar);
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float normalAngleCosThetaThresholdForEnvi = Mathf.Cos(Mathf.Deg2Rad * normalAngleThresholdForEnvi);
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//----------------------------------------------------------------------------------------------
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// Set Global param for shader
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//----------------------------------------------------------------------------------------------
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2IntensityForChar_SID, intensityForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2IntensityForEnvi_SID, intensityForEnvi);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2WidthMultiplierForChar_SID, widthForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2WidthMultiplierForEnvi_SID, widthForEnvi);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2EnableGeometryEdgeForChar_SID, enableGeometryEdgeForChar ? 1 : 0);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2EnableGeometryEdgeForEnvi_SID, enableGeometryEdgeForEnvi ? 1 : 0);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2GeometryEdgeThresholdForChar_SID, geometryEdgeThresholdForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2GeometryEdgeThresholdForEnvi_SID,geometryEdgeThresholdForEnvi);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2EnableNormalAngleEdgeForChar_SID, enableNormalAngleEdgeForChar ? 1 : 0);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2EnableNormalAngleEdgeForEnvi_SID, enableNormalAngleEdgeForEnvi ? 1 : 0);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2NormalAngleCosThetaThresholdForChar_SID, normalAngleCosThetaThresholdForChar);
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cmd.SetGlobalFloat(_GlobalScreenSpaceOutlineV2NormalAngleCosThetaThresholdForEnvi_SID,normalAngleCosThetaThresholdForEnvi);
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}
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CoreUtils.SetKeyword(cmd, "_NILOTOON_GLOBAL_ENABLE_SCREENSPACE_OUTLINE_V2", shouldRenderScreenSpaceOutlineV2);
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}
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// must write these line after using{} finished, to ensure profiler and frame debugger display correctness
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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} |