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namespace UnityEngine.Rendering.HighDefinition
{
partial class WaterSystem
{
internal void RenderWaterAsWireFrame(CommandBuffer cmd, HDCamera hdCamera)
{
// If the water is disabled, no need to render
if (!ShouldRenderWater(hdCamera))
return;
WaterRendering settings = hdCamera.volumeStack.GetComponent<WaterRendering>();
var data = new WaterRenderingData();
PrepareWaterRenderingData(data, hdCamera);
data.BindGlobal(cmd);
var waterSurfaces = WaterSurface.instancesAsArray;
for (int surfaceIdx = 0; surfaceIdx < data.numSurfaces; ++surfaceIdx)
{
// Grab the current water surface
WaterSurface currentWater = waterSurfaces[surfaceIdx];
ref var surfaceData = ref data.surfaces[surfaceIdx];
// Render the water surface
PrepareSurfaceGBufferData(hdCamera, settings, currentWater, surfaceIdx, ref surfaceData);
RenderWaterSurface(cmd, data, ref surfaceData);
}
}
}
}