public static void AddRenderPass(Camera camera, ScriptableRenderPass pass)
        {
#if UNITY_EDITOR
            if (!IsLightweightRenderPipelineSetupCorrectly())
            {
                return;
            }
#endif
            s_renderPassList[camera].Add(pass);
        }
 public void EnqueuePass(ScriptableRenderPass pass)
 {
     m_ActiveRenderPassQueue.Add(pass);
 }
Exemple #3
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 public void AddScriptableRenderPass(ScriptableRenderPass pass)
 {
     passes.Add(pass);
 }