public SsfPass( RenderPassEvent renderPassEvent, Material material, int blurryIterations, LayerMask layerMask, RenderQueueRange renderQueueRange) { this.renderPassEvent = renderPassEvent; this.material = material; filteringSettings = new FilteringSettings(renderQueueRange, layerMask); blurringTargetHandles = new RenderTargetHandle[blurryIterations]; for (var i = 0; i < blurryIterations; i++) { blurringTargetHandles[i].Init($"_BlurTemp{i}"); } depthTargetHandle.Init("_SsfDepthTexture"); depthNormalTargetHandle.Init("_SsfNormalTexture"); downSamplingPass = material.FindPass("DownSampling"); upSamplingPass = material.FindPass("UpSampling"); depthNormalPass = material.FindPass("DepthNormal"); litPass = material.FindPass("SsfLit"); }
public OnlyDepthShadowmapRenderPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)//, StencilState stencilState, int stencilReference) { m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); m_ShaderTagIdList.Add(new ShaderTagId("ShadowCaster")); renderPassEvent = evt; m_MainLightShadowmap.Init("_ZorroShadowmapTexture"); m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); //if (stencilState.enabled) //{ // m_RenderStateBlock.stencilReference = stencilReference; // m_RenderStateBlock.mask = RenderStateMask.Stencil; // m_RenderStateBlock.stencilState = stencilState; //} _CustomWorldToShadowID = Shader.PropertyToID("_ZorroShadowMatrix"); _CustomShadowParams = Shader.PropertyToID("_ZorroShadowParams"); //m_MainLightShadowmap.Init("_CustomLightShadowmapTexture"); }
public RenderLayerObjectPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderLayerObjectFeature.RenderQueueType renderQueueType, uint layerMask, RenderLayerObjectFeature.CustomCameraSettings cameraSettings) { m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); this.renderPassEvent = renderPassEvent; this.renderQueueType = renderQueueType; this.overrideMaterial = null; this.overrideMaterialPassIndex = 0; RenderQueueRange renderQueueRange = (renderQueueType == RenderLayerObjectFeature.RenderQueueType.Transparent) ? RenderQueueRange.transparent : RenderQueueRange.opaque; m_FilteringSettings = new FilteringSettings(renderQueueRange, -1, layerMask); if (shaderTags != null && shaderTags.Length > 0) { foreach (var passName in shaderTags) { m_ShaderTagIdList.Add(new ShaderTagId(passName)); } } else { m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); } m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_CameraSettings = cameraSettings; }
public RenderMetaballsDepthPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask) { profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass)); _profilingSampler = new ProfilingSampler(profilerTag); this.renderPassEvent = renderPassEvent; this._renderQueueType = renderQueueType; RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent) ? RenderQueueRange.transparent : RenderQueueRange.opaque; _filteringSettings = new FilteringSettings(renderQueueRange, layerMask); if (shaderTags != null && shaderTags.Length > 0) { foreach (var passName in shaderTags) { _shaderTagIdList.Add(new ShaderTagId(passName)); } } else { _shaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); _shaderTagIdList.Add(new ShaderTagId("UniversalForward")); _shaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly")); _shaderTagIdList.Add(new ShaderTagId("LightweightForward")); } _renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); }
/// <summary> /// Create the CopyColorPass /// </summary> public CopyColorPass(RenderPassEvent evt, Material samplingMaterial) { m_SamplingMaterial = samplingMaterial; m_SampleOffsetShaderHandle = Shader.PropertyToID("_SampleOffset"); renderPassEvent = evt; m_DownsamplingMethod = Downsampling.None; }
public RenderOpaqueForwardPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask) { m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); renderPassEvent = evt; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); }
public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial) { base.profilingSampler = new ProfilingSampler(nameof(CopyDepthPass)); AllocateRT = true; m_CopyDepthMaterial = copyDepthMaterial; renderPassEvent = evt; }
public DrawGizmosPass(RenderPassEvent evt, UnityEngine.Rendering.GizmoSubset gizmoSubset) { renderPassEvent = evt; m_gizmoSubset = gizmoSubset; m_ProfilingSampler = new ProfilingSampler($"Draw gizmos ({gizmoSubset.ToString()})"); }
public Render2DObjectPass(Renderer2DData rendererData, RenderPassEvent renderPassEvent, string[] lightModeTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) { renderFeaturePassTag = "RenderFeature " + lightModeTags[0]; //Draw setting 相关流程 this.renderPassEvent = renderPassEvent; this.renderQueueType = renderQueueType; RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent) ? RenderQueueRange.transparent : RenderQueueRange.opaque; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); if (s_SortingLayers == null) { s_SortingLayers = SortingLayer.layers; } this.m_CameraSettings = cameraSettings; //Tag for (int i = 0; i < lightModeTags.Length; i++) { var tag = lightModeTags[i]; ShaderTagId sid = new ShaderTagId(tag); k_ShaderTags.Add(sid); } // m_Renderer2DData = rendererData; }
public RenderObjectsToTexturePass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjectsToTexture.CustomCameraSettings cameraSettings) { 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); if (shaderTags != null && shaderTags.Length > 0) { foreach (var passName in shaderTags) { m_ShaderTagIdList.Add(new ShaderTagId(passName)); } } else { m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); } m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_CameraSettings = cameraSettings; // Copy depth buffer material m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("Hidden/Lightweight Render Pipeline/CopyDepth")); }
public CloudShadowPass(Material mat, RenderPassEvent passEvenet) { m_Material = mat; this.renderPassEvent = passEvenet; //初始化辅助RT名字 m_TemporaryColorTexture.Init("CloudShadow"); }
public PostProcessPass(RenderPassEvent evt, bool renderOpaques = false) { m_IsOpaquePostProcessing = renderOpaques; m_TemporaryColorTexture.Init("_TemporaryColorTexture"); renderPassEvent = evt; }
public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings) { 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); if (shaderTags != null && shaderTags.Length > 0) { foreach (var passName in shaderTags) { m_ShaderTagIdList.Add(new ShaderTagId(passName)); } } else { m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); } m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_CameraSettings = cameraSettings; _dest = new RenderTargetHandle(); _dest.Init("go_ReflectionTex"); //_dest.id = 1198; }
ShaderTagId depthOnlyShaderTag = new ShaderTagId("DepthOnly"); // "LightMode" = "DepthOnly" tag to so it only renders depth public DepthNormalsRenderPass(RenderPassEvent renderPassEvent) { this.renderPassEvent = renderPassEvent; material = CoreUtils.CreateEngineMaterial(SHADER_NAME); filteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1); // Which objects are included in this render pass }
public FinalBlitPass(RenderPassEvent evt, Material blitMaterial) { base.profilingSampler = new ProfilingSampler(nameof(FinalBlitPass)); m_BlitMaterial = blitMaterial; renderPassEvent = evt; }
/// <summary> /// Creates a new <c>MainLightShadowCasterPass</c> instance. /// </summary> /// <param name="evt">The <c>RenderPassEvent</c> to use.</param> /// <seealso cref="RenderPassEvent"/> public MainLightShadowCasterPass(RenderPassEvent evt) { base.profilingSampler = new ProfilingSampler(nameof(MainLightShadowCasterPass)); renderPassEvent = evt; m_MainLightShadowMatrices = new Matrix4x4[k_MaxCascades + 1]; m_CascadeSlices = new ShadowSliceData[k_MaxCascades]; m_CascadeSplitDistances = new Vector4[k_MaxCascades]; MainLightShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_MainLightWorldToShadow"); MainLightShadowConstantBuffer._ShadowParams = Shader.PropertyToID("_MainLightShadowParams"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0 = Shader.PropertyToID("_CascadeShadowSplitSpheres0"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1 = Shader.PropertyToID("_CascadeShadowSplitSpheres1"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2 = Shader.PropertyToID("_CascadeShadowSplitSpheres2"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3 = Shader.PropertyToID("_CascadeShadowSplitSpheres3"); MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii = Shader.PropertyToID("_CascadeShadowSplitSphereRadii"); MainLightShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_MainLightShadowOffset0"); MainLightShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_MainLightShadowOffset1"); MainLightShadowConstantBuffer._ShadowOffset2 = Shader.PropertyToID("_MainLightShadowOffset2"); MainLightShadowConstantBuffer._ShadowOffset3 = Shader.PropertyToID("_MainLightShadowOffset3"); MainLightShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_MainLightShadowmapSize"); m_MainLightShadowmapID = Shader.PropertyToID("_MainLightShadowmapTexture"); m_EmptyLightShadowmapTexture = ShadowUtils.AllocShadowRT(1, 1, k_ShadowmapBufferBits, 1, 0, name: "_EmptyLightShadowmapTexture"); }
public NormalOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange) { m_FilteringSettings = new FilteringSettings(renderQueueRange); renderPassEvent = evt; normalsMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("Hidden/Roystan/Normals Texture")); }
public CustomRendererPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) { base.profilingSampler = new ProfilingSampler(nameof(CustomRendererPass)); m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); //将要识别的Shader标签加入队列 foreach (ShaderTagId sid in shaderTagIds) { m_ShaderTagIdList.Add(sid); } renderPassEvent = evt; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); //模板测试据盒 m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_IsOpaque = opaque; if (stencilState.enabled)//模板测试是否激活 { m_RenderStateBlock.stencilReference = stencilReference; m_RenderStateBlock.mask = RenderStateMask.Stencil; m_RenderStateBlock.stencilState = stencilState; } }
public FogPass(string profilerTag, RenderPassEvent renderPassEvent, Material materialToBlit) { this.profilerTag = profilerTag; this.renderPassEvent = renderPassEvent; this.materialToBlit = materialToBlit; }
public AdditionalUIRenderPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, int layerMask, ClearFlag clearFlag) { m_profilerTag = profilerTag; this.renderPassEvent = renderPassEvent + 2; m_clearFlag = clearFlag; var renderQueueRange = RenderQueueRange.all; m_filteringSettings = new FilteringSettings(renderQueueRange, layerMask); 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); }
public GBufferPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, DeferredLights deferredLights) { base.profilingSampler = new ProfilingSampler(nameof(GBufferPass)); base.renderPassEvent = evt; m_DeferredLights = deferredLights; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_RenderStateBlock.stencilState = stencilState; m_RenderStateBlock.stencilReference = stencilReference; m_RenderStateBlock.mask = RenderStateMask.Stencil; m_ShaderTagValues = new ShaderTagId[4]; m_ShaderTagValues[0] = s_ShaderTagLit; m_ShaderTagValues[1] = s_ShaderTagSimpleLit; m_ShaderTagValues[2] = s_ShaderTagUnlit; m_ShaderTagValues[3] = new ShaderTagId(); // Special catch all case for materials where UniversalMaterialType is not defined or the tag value doesn't match anything we know. m_RenderStateBlocks = new RenderStateBlock[4]; m_RenderStateBlocks[0] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialLit); m_RenderStateBlocks[1] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialSimpleLit); m_RenderStateBlocks[2] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialUnlit); m_RenderStateBlocks[3] = m_RenderStateBlocks[0]; }
public DepthNormalsPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask) { m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); renderPassEvent = evt; depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture"); }
public EM_GIFRecorderPass( string profilerTag, RenderPassEvent renderPassEvent) { this.profilerTag = profilerTag; this.renderPassEvent = renderPassEvent; }
/// <summary> /// Creates a new <c>DepthOnlyPass</c> instance. /// </summary> /// <param name="evt">The <c>RenderPassEvent</c> to use.</param> /// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param> /// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param> /// <seealso cref="RenderPassEvent"/> /// <seealso cref="RenderQueueRange"/> /// <seealso cref="LayerMask"/> public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask) { base.profilingSampler = new ProfilingSampler(nameof(DepthOnlyPass)); m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); renderPassEvent = evt; useNativeRenderPass = false; }
public MainLightShadowCasterPass(RenderPassEvent evt) { renderPassEvent = evt; m_MainLightShadowMatrices = new Matrix4x4[k_MaxCascades + 1]; m_CascadeSlices = new ShadowSliceData[k_MaxCascades]; m_CascadeSplitDistances = new Vector4[k_MaxCascades]; MainLightShadowConstantBuffer._WorldToShadow = Shader.PropertyToID("_MainLightWorldToShadow"); MainLightShadowConstantBuffer._ShadowParams = Shader.PropertyToID("_MainLightShadowParams"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres0 = Shader.PropertyToID("_CascadeShadowSplitSpheres0"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres1 = Shader.PropertyToID("_CascadeShadowSplitSpheres1"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres2 = Shader.PropertyToID("_CascadeShadowSplitSpheres2"); MainLightShadowConstantBuffer._CascadeShadowSplitSpheres3 = Shader.PropertyToID("_CascadeShadowSplitSpheres3"); MainLightShadowConstantBuffer._CascadeShadowSplitSphereRadii = Shader.PropertyToID("_CascadeShadowSplitSphereRadii"); MainLightShadowConstantBuffer._ShadowOffset0 = Shader.PropertyToID("_MainLightShadowOffset0"); MainLightShadowConstantBuffer._ShadowOffset1 = Shader.PropertyToID("_MainLightShadowOffset1"); MainLightShadowConstantBuffer._ShadowOffset2 = Shader.PropertyToID("_MainLightShadowOffset2"); MainLightShadowConstantBuffer._ShadowOffset3 = Shader.PropertyToID("_MainLightShadowOffset3"); MainLightShadowConstantBuffer._ShadowmapSize = Shader.PropertyToID("_MainLightShadowmapSize"); m_MainLightShadowmap.Init("_MainLightShadowmapTexture"); m_SupportsBoxFilterForShadows = Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Switch; }
public ScreenSpaceShadowComputePass(RenderPassEvent evt, ComputeShader computeShader) { VxShadowMapConstantBuffer._ShadowData = Shader.PropertyToID("_MainLightShadowData"); VxShadowMapConstantBuffer._InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix"); VxShadowMapConstantBuffer._ScreenSize = Shader.PropertyToID("_ScreenSize"); VxShadowMapConstantBuffer._BeginOffset = Shader.PropertyToID("_BeginOffset"); VxShadowMapConstantBuffer._VoxelZBias = Shader.PropertyToID("_VoxelZBias"); VxShadowMapConstantBuffer._VoxelUpBias = Shader.PropertyToID("_VoxelUpBias"); VxShadowMapConstantBuffer._VxShadowMapsBuffer = Shader.PropertyToID("_VxShadowMapsBuffer"); VxShadowMapConstantBuffer._CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); VxShadowMapConstantBuffer._ScreenSpaceShadowOutput = Shader.PropertyToID("_ScreenSpaceShadowOutput"); bool R8_UNorm = SystemInfo.IsFormatSupported(GraphicsFormat.R8_UNorm, FormatUsage.LoadStore); bool R8_SNorm = SystemInfo.IsFormatSupported(GraphicsFormat.R8_SNorm, FormatUsage.LoadStore); bool R8_UInt = SystemInfo.IsFormatSupported(GraphicsFormat.R8_UInt, FormatUsage.LoadStore); bool R8_SInt = SystemInfo.IsFormatSupported(GraphicsFormat.R8_SInt, FormatUsage.LoadStore); bool R8 = R8_UNorm || R8_SNorm || R8_UInt || R8_SInt; m_ColorFormat = R8 ? RenderTextureFormat.R8 : RenderTextureFormat.RFloat; m_ScreenSpaceShadowsComputeShader = computeShader; m_ScreenSpaceShadowmapTexture.Init("_ScreenSpaceShadowmapTexture"); renderPassEvent = evt; }
public AdditionalLightsShadowCasterPass(RenderPassEvent evt) { renderPassEvent = evt; AdditionalShadowsConstantBuffer._AdditionalLightsWorldToShadow = Shader.PropertyToID("_AdditionalLightsWorldToShadow"); AdditionalShadowsConstantBuffer._AdditionalShadowParams = Shader.PropertyToID("_AdditionalShadowParams"); AdditionalShadowsConstantBuffer._AdditionalShadowOffset0 = Shader.PropertyToID("_AdditionalShadowOffset0"); AdditionalShadowsConstantBuffer._AdditionalShadowOffset1 = Shader.PropertyToID("_AdditionalShadowOffset1"); AdditionalShadowsConstantBuffer._AdditionalShadowOffset2 = Shader.PropertyToID("_AdditionalShadowOffset2"); AdditionalShadowsConstantBuffer._AdditionalShadowOffset3 = Shader.PropertyToID("_AdditionalShadowOffset3"); AdditionalShadowsConstantBuffer._AdditionalShadowmapSize = Shader.PropertyToID("_AdditionalShadowmapSize"); m_AdditionalLightsShadowmap.Init("_AdditionalLightsShadowmapTexture"); m_AdditionalShadowsBufferId = Shader.PropertyToID("_AdditionalShadowsBuffer"); m_AdditionalShadowsIndicesId = Shader.PropertyToID("_AdditionalShadowsIndices"); m_UseStructuredBuffer = RenderingUtils.useStructuredBuffer; m_SupportsBoxFilterForShadows = Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Switch; if (!m_UseStructuredBuffer) { // Preallocated a fixed size. CommandBuffer.SetGlobal* does allow this data to grow. int maxLights = UniversalRenderPipeline.maxVisibleAdditionalLights; m_AdditionalLightsWorldToShadow = new Matrix4x4[maxLights]; m_AdditionalLightsShadowParams = new Vector4[maxLights]; } }
public AirDistortionRenderPass(RenderPassEvent renderPassEvent, Material blitMaterial) { this.renderPassEvent = renderPassEvent; this.blitMaterial = blitMaterial; m_ProfilerTag = "AirDistortion"; m_TemporaryColorTexture.Init("_TemporaryColorTexture"); }
public TileDepthRangePass(RenderPassEvent evt, DeferredLights deferredLights, int passIndex) { base.profilingSampler = new ProfilingSampler(nameof(TileDepthRangePass)); base.renderPassEvent = evt; m_DeferredLights = deferredLights; m_PassIndex = passIndex; }
public RippleEffect_RenderPass(RenderPassEvent renderPassEvent, FilterMode filterMode, int blitShaderPassIndex) { this.renderPassEvent = renderPassEvent; this.filterMode = filterMode; this.blitShaderPassIndex = blitShaderPassIndex; m_TemporaryColorTexture.Init("_TemporaryColorTexture"); // You can name this anything you want }