This function is called, if the object is deemed visible from the current camera after the culling process.
The method is useful, if you need a preparation step for every camera that is rendering the object.
One example of this is rendering reflection onto a render texture.
The reflection will be different for every camera's view point, and needs to be rendered before the original object.
If the object gets culled away by a given camera, the reflections for that object will be skipped.
For usage in a proper context, see the script /Water.cs/ in
Assets->Import Package->Water(Pro Only)Note that Camera.current will be set to the camera that will render the object.