延迟着色 G 缓冲区 #3(通常为发射/光照)。
内置延迟着色器将环境光和发射光放入此纹理的 RGB 通道。在光照通道期间也会添加这些光照。当然,您自己的自定义着色器可以在这里输出任何内容。
请注意,GBuffer3 渲染纹理不是在当前摄像机使用 HDR 时创建的,而是发射/光照直接渲染进
摄像机的目标纹理。您需要使用 CameraTarget 渲染纹理类型来处理 HDR 摄像机情况。
另请参阅:CommandBuffer。
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