public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref RenderingData renderingData) { CustomScriptableRender customRender = (CustomScriptableRender)renderer; m_DepthRenderPass.SetUp(customRender.DepthRti.Identifier()); renderer.EnqueuePass(m_DepthRenderPass); }
//每一帧都会被调用 public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref RenderingData renderingData) { //将当前渲染的颜色RT传到Pass中 m_Pass.Setup(renderer.cameraColorTarget); //将这个pass添加到渲染队列 renderer.EnqueuePass(m_Pass); }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData) { if (settings.rippleMaterial == null) { Debug.LogWarningFormat("Missing Outline Material"); return; } ripplePass.Setup(renderer.cameraColorTarget, UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget); renderer.EnqueuePass(ripplePass); }
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData) { if ((IsSkip) /* || (!_enable)*/) { return; } _drawOutLinePass.Setup(); renderer.EnqueuePass(_drawOutLinePass); }
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData) { if (InteractiveWindManager.Instance == null || !InteractiveWindManager.Instance.IsReady() || !settings.IsReady()) { return; } computeWindPass.Setup(InteractiveWindManager.Instance.windDataLODs); renderer.EnqueuePass(computeWindPass); finalizePass.Setup(InteractiveWindManager.Instance.windDataLODs); renderer.EnqueuePass(finalizePass); }
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData) { var src = renderer.cameraColorTarget; var dest = (settings.destination == Target.Color) ? UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget : m_RenderTextureHandle; if (settings.blitMaterial == null) { Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer. Lui.", GetType().Name); return; } blitPass.Setup(src, dest); renderer.EnqueuePass(blitPass); }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData) { global::backend.Draw.unityUrpAddRenderPasses(renderer, renderingData); //renderer.EnqueuePass(m_ScriptablePass); }
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData) { renderer.EnqueuePass(m_SafeAreaPass); }
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData) { m_grabBlurPass.Setup(renderer.cameraColorTarget); renderer.EnqueuePass(m_grabBlurPass); }
/// <summary> /// Callback before cull happens in renderer. /// </summary> /// <param name="renderer">Renderer of callback.</param> /// <param name="cameraData">CameraData contains all relevant render target information for the camera.</param> public virtual void OnCameraPreCull(ScriptableRenderer renderer, in CameraData cameraData)
private void RecreateSystemsIfNeeded(ScriptableRenderer renderer, in CameraData cameraData)
/// <summary> /// Injects one or multiple <c>ScriptableRenderPass</c> in the renderer. /// </summary> /// <param name="renderPasses">List of render passes to add to.</param> /// <param name="renderingData">Rendering state. Use this to setup render passes.</param> public abstract void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData);