public RenderPortalPass(string profilerTag, UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, string[] shaderTags,
                                RenderQueueType renderQueueType, int layerMask, PortalRenderPassFeature.CustomCameraSettings cameraSettings, PortalRenderContext portalContext)
        {
            m_ProfilerTag                  = profilerTag;
            this.renderPassEvent           = renderPassEvent;
            this.renderQueueType           = renderQueueType;
            this.overrideMaterial          = null;
            this.overrideMaterialPassIndex = 0;
            RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
                ? RenderQueueRange.transparent
                : RenderQueueRange.opaque;

            m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
            portalRenderContext = portalContext;

            if (shaderTags != null && shaderTags.Length > 0)
            {
                foreach (var passName in shaderTags)
                {
                    m_ShaderTagIdList.Add(new ShaderTagId(passName));
                }
            }
            else
            {
                m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
                m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
                m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
            }

            m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
            m_CameraSettings   = cameraSettings;
        }
Exemple #2
0
 /// <summary>
 /// Create the CopyColorPass
 /// </summary>
 public EnviroBlitPass(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag)
 {
     this.renderPassEvent     = renderPassEvent;
     this.blitMaterial        = blitMaterial;
     this.blitShaderPassIndex = blitShaderPassIndex;
     m_ProfilerTag            = tag;
     m_TemporaryColorTexture.Init("_TemporaryColorTexture");
 }
 /// <summary>
 /// Create the CopyColorPass
 /// </summary>
 public EnviroDistanceBlurPass(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, Texture2D distributionTexture)
 {
     this.renderPassEvent     = renderPassEvent;
     this.blitMaterial        = blitMaterial;
     this.distributionTexture = distributionTexture;
 }
Exemple #4
0
 public EnviroBlitPassShafts(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, Material clearMaterial)
 {
     this.renderPassEvent = renderPassEvent;
     this.blitMaterial    = blitMaterial;
     this.clearMaterial   = clearMaterial;
 }