/// <inheritdoc/> public override void Create() { m_ScriptablePass = new BlurRenderPass(); m_ScriptablePass.material = new Material(Shader.Find("Owlet/2D Unlit Graph/Blur Graph")); m_ScriptablePass.material.SetFloat("Vector1_0cc74d0b57b742ec94b0364121a12413", 1); Debug.Log("Create" + m_ScriptablePass.material); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; }
public override void Create() { pass = new BlurRenderPass("Blur"); name = "Blur"; pass.settings = settings; pass.renderPassEvent = settings.renderPassEvent; }