@@ -1430,8 +1430,7 @@ private void OnAfterRendering(RenderGraph renderGraph, bool applyPostProcessing)
14301430
14311431 if ( isTargetBackbuffer )
14321432 {
1433- resourceData . activeColorID = UniversalResourceData . ActiveID . BackBuffer ;
1434- resourceData . activeDepthID = UniversalResourceData . ActiveID . BackBuffer ;
1433+ resourceData . SwitchActiveTexturesToBackbuffer ( ) ;
14351434 }
14361435 }
14371436
@@ -1460,8 +1459,7 @@ private void OnAfterRendering(RenderGraph renderGraph, bool applyPostProcessing)
14601459 var source = resourceData . cameraColor ;
14611460 m_PostProcessPassRenderGraph . RenderFinalPassRenderGraph ( renderGraph , frameData , in source , in overlayUITexture , in target , needsColorEncoding ) ;
14621461
1463- resourceData . activeColorID = UniversalResourceData . ActiveID . BackBuffer ;
1464- resourceData . activeDepthID = UniversalResourceData . ActiveID . BackBuffer ;
1462+ resourceData . SwitchActiveTexturesToBackbuffer ( ) ;
14651463 }
14661464
14671465 bool cameraTargetResolved =
@@ -1488,8 +1486,7 @@ private void OnAfterRendering(RenderGraph renderGraph, bool applyPostProcessing)
14881486 debugHandler ? . UpdateShaderGlobalPropertiesForFinalValidationPass ( renderGraph , cameraData , ! resolveToDebugScreen ) ;
14891487
14901488 m_FinalBlitPass . Render ( renderGraph , frameData , cameraData , source , target , overlayUITexture ) ;
1491- resourceData . activeColorID = UniversalResourceData . ActiveID . BackBuffer ;
1492- resourceData . activeDepthID = UniversalResourceData . ActiveID . BackBuffer ;
1489+ resourceData . SwitchActiveTexturesToBackbuffer ( ) ;
14931490 }
14941491
14951492 // TODO RENDERGRAPH: we need to discuss and decide if RenderPassEvent.AfterRendering injected passes should only be called after the last camera in the stack
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