tweak view model camera rendering for better performance
- camera far distance to reduce lights getting rendered needlessly - remove ambient occlusion from depth render task
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@@ -93,7 +93,7 @@
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"Layer": 2,
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"Layer": 2,
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"FOV": 65.0,
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"FOV": 65.0,
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"Near": 1.0,
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"Near": 1.0,
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"Far": 505.0,
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"Far": 40.0,
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"RenderLayersMask": 4294967294
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"RenderLayersMask": 4294967294
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},
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},
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{
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{
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@@ -50,6 +50,7 @@ namespace Game
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CreateTextures((int)camera.Viewport.Width, (int)camera.Viewport.Height);
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CreateTextures((int)camera.Viewport.Width, (int)camera.Viewport.Height);
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// Color pass
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sceneTask = new SceneRenderTask();
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sceneTask = new SceneRenderTask();
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sceneTask.Order = -1;
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sceneTask.Order = -1;
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sceneTask.Camera = camera;
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sceneTask.Camera = camera;
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@@ -59,12 +60,13 @@ namespace Game
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sceneTask.Enabled = true;
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sceneTask.Enabled = true;
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sceneTask.RenderingPercentage = MainRenderTask.Instance.RenderingPercentage;
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sceneTask.RenderingPercentage = MainRenderTask.Instance.RenderingPercentage;
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// Depth pass
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sceneTask2 = new SceneRenderTask();
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sceneTask2 = new SceneRenderTask();
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sceneTask2.Order = -2;
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sceneTask2.Order = -2;
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sceneTask2.Camera = camera;
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sceneTask2.Camera = camera;
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sceneTask2.ViewMode = ViewMode.Depth;
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sceneTask2.ViewMode = ViewMode.Depth;
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sceneTask2.Output = texture2;
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sceneTask2.Output = texture2;
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sceneTask2.ViewFlags = ViewFlags.DefaultGame;
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sceneTask2.ViewFlags = ViewFlags.None;
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sceneTask2.Enabled = true;
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sceneTask2.Enabled = true;
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sceneTask2.RenderingPercentage = MainRenderTask.Instance.RenderingPercentage;
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sceneTask2.RenderingPercentage = MainRenderTask.Instance.RenderingPercentage;
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