private void SetLegacyCameraFlags(PostProcessRenderContext context) { DepthTextureMode depthTextureMode = context.camera.depthTextureMode; foreach (KeyValuePair <Type, PostProcessBundle> bundle in m_Bundles) { if (bundle.Value.settings.IsEnabledAndSupported(context)) { depthTextureMode |= bundle.Value.renderer.GetCameraFlags(); } } if (context.IsTemporalAntialiasingActive()) { depthTextureMode |= temporalAntialiasing.GetCameraFlags(); } if (fog.IsEnabledAndSupported(context)) { depthTextureMode |= fog.GetCameraFlags(); } if (debugLayer.debugOverlay != 0) { depthTextureMode |= debugLayer.GetCameraFlags(); } context.camera.depthTextureMode = depthTextureMode; }
// In the legacy render loop you have to explicitely set flags on camera to tell that you // need depth, depth+normals or motion vectors... This won't have any effect with most // scriptable render pipelines. void SetLegacyCameraFlags(PostProcessRenderContext context) { var flags = context.camera.depthTextureMode; foreach (var bundle in m_Bundles) { if (bundle.Value.settings.IsEnabledAndSupported(context)) { flags |= bundle.Value.renderer.GetCameraFlags(); } } // Special case for AA & lighting effects if (context.IsTemporalAntialiasingActive()) { flags |= temporalAntialiasing.GetCameraFlags(); } if (fog.IsEnabledAndSupported(context)) { flags |= fog.GetCameraFlags(); } if (debugLayer.debugOverlay != DebugOverlay.None) { flags |= debugLayer.GetCameraFlags(); } context.camera.depthTextureMode = flags; }
// In the legacy render loop you have to explicitely set flags on camera to tell that you // need depth, depth+normals or motion vectors... This won't have any effect with most // scriptable render pipelines. void SetLegacyCameraFlags(PostProcessRenderContext context) { var flags = context.camera.depthTextureMode; foreach (var bundle in m_Bundles) { if (bundle.Value.settings.IsEnabledAndSupported(context)) { flags |= bundle.Value.renderer.GetCameraFlags(); } } // Special case for AA & lighting effects if (context.IsTemporalAntialiasingActive()) { flags |= temporalAntialiasing.GetCameraFlags(); } if (ambientOcclusion.IsEnabledAndSupported(context) && !ambientOcclusion.IsAmbientOnly(context)) { flags |= ambientOcclusion.GetCameraFlags(); } if (fog.IsEnabledAndSupported(context)) { flags |= fog.GetCameraFlags(); } context.camera.depthTextureMode = flags; }