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);
    }
Example #6
0
        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);
 }
Example #9
0
 public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
 {
     m_grabBlurPass.Setup(renderer.cameraColorTarget);
     renderer.EnqueuePass(m_grabBlurPass);
 }
Example #10
0
 /// <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);