public RenderPassAttachment(RenderTextureFormat fmt)
 {
     RenderPassAttachment.Internal_CreateAttachment(this);
     this.loadAction      = RenderBufferLoadAction.DontCare;
     this.storeAction     = RenderBufferStoreAction.DontCare;
     this.format          = fmt;
     this.loadStoreTarget = new RenderTargetIdentifier(BuiltinRenderTextureType.None);
     this.resolveTarget   = new RenderTargetIdentifier(BuiltinRenderTextureType.None);
     this.clearColor      = new Color(0f, 0f, 0f, 0f);
     this.clearDepth      = 1f;
 }
Esempio n. 2
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        public RenderPass(ScriptableRenderContext ctx, int w, int h, int samples, RenderPassAttachment[] colors, RenderPassAttachment depth = null)
        {
            width            = w;
            height           = h;
            sampleCount      = samples;
            colorAttachments = colors;
            depthAttachment  = depth;
            context          = ctx;

            ScriptableRenderContext.BeginRenderPassInternal(ctx.Internal_GetPtr(), w, h, samples, colors, depth);
        }
 static public int get_clearStencil(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Rendering.RenderPassAttachment self = (UnityEngine.Experimental.Rendering.RenderPassAttachment)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.clearStencil);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_format(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Rendering.RenderPassAttachment self = (UnityEngine.Experimental.Rendering.RenderPassAttachment)checkSelf(l);
         pushValue(l, true);
         pushEnum(l, (int)self.format);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int BindResolveSurface(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Rendering.RenderPassAttachment self = (UnityEngine.Experimental.Rendering.RenderPassAttachment)checkSelf(l);
         UnityEngine.Rendering.RenderTargetIdentifier            a1;
         checkValueType(l, 2, out a1);
         self.BindResolveSurface(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Rendering.RenderPassAttachment o;
         UnityEngine.RenderTextureFormat a1;
         checkEnum(l, 2, out a1);
         o = new UnityEngine.Experimental.Rendering.RenderPassAttachment(a1);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int Clear(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Rendering.RenderPassAttachment self = (UnityEngine.Experimental.Rendering.RenderPassAttachment)checkSelf(l);
         UnityEngine.Color a1;
         checkType(l, 2, out a1);
         System.Single a2;
         checkType(l, 3, out a2);
         System.UInt32 a3;
         checkType(l, 4, out a3);
         self.Clear(a1, a2, a3);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 extern public static void BeginRenderPassInternal(IntPtr _self, int w, int h, int samples, RenderPassAttachment[] colors, RenderPassAttachment depth);
 public static extern void Internal_CreateAttachment([Writable] RenderPassAttachment self);