Esempio n. 1
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    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        var src = renderer.cameraColorTarget;

        scriptablePass.Setup(src);
        renderer.EnqueuePass(scriptablePass);
    }
Esempio n. 2
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    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        var src = renderer.cameraColorTarget;

        m_ScriptablePass.Setup(src, RenderTargetHandle.CameraTarget);
        renderer.EnqueuePass(m_ScriptablePass);
    }
 public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
 {
     if (_initialized)
     {
         _scriptablePass.Setup(renderer.cameraColorTarget);
         renderer.EnqueuePass(_scriptablePass);
     }
     else
     {
         Debug.LogWarning(this.name + " ( type : " + this.GetType().ToString() + ") was not initialized. Please use Initialize() right after instantiation.");
     }
 }
Esempio n. 4
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    // 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(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        var stack           = VolumeManager.instance.stack;
        var customProcesses = stack.GetComponent <CustomPostProcessing>();

        if (customProcesses == null || !customProcesses.IsActive())
        {
            return;
        }
        var pass = customProcesses.renderPassSetting.value;

        m_ScriptablePass.Setup(pass.passEvent, pass.targetTexture, pass.postProcessMat);
        renderer.EnqueuePass(m_ScriptablePass);
    }
 // 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(ScriptableRenderer renderer, ref RenderingData renderingData)
 {
     m_ScriptablePass.renderPassEvent = settings.Event;
     m_ScriptablePass.Setup(ref renderingData);
     renderer.EnqueuePass(m_ScriptablePass);
 }
Esempio n. 6
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 // 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(ScriptableRenderer renderer, ref RenderingData renderingData)
 {
     m_ScriptablePass.Setup(passEvent, targetTexture, postProcessMat);
     renderer.EnqueuePass(m_ScriptablePass);
 }