public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle) { if (m_grabBlurPass == null) { m_grabBlurPass = new GrabBlurPassImpl(colorHandle); } return(m_grabBlurPass); }
public override void Create() { m_grabBlurPass = new GrabBlurPassImpl(RenderTargetHandle.CameraTarget); m_grabBlurPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; }
public override void Create() { m_grabBlurPass = new GrabBlurPassImpl(UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget); m_grabBlurPass.renderPassEvent = UnityEngine.Rendering.Universal.RenderPassEvent.AfterRenderingOpaques; }