//---------------------------------------------------------------------------------------------------------------------

    void OnEndCameraRendering(UnityEngine.Rendering.ScriptableRenderContext context, Camera cam)
    {
        if (cam == m_cam && null != m_rtCamera.targetTexture)
        {
            //This seems to work only if we have setup PostProcessing Stack V2
            Graphics.Blit(m_rtCamera.targetTexture, (RenderTexture)null);
        }
    }
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//---------------------------------------------------------------------------------------------------------------------
    public void BlitRenderStreamingRT(UnityEngine.Rendering.ScriptableRenderContext context, HDCamera cam)
    {
        Graphics.Blit(m_rtCamera.targetTexture, (RenderTexture)null);
    }
Esempio n. 3
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 protected virtual void Render(ScriptableRenderContext context, List <Camera> cameras)
 {
     Render(context, cameras.ToArray());
 }
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 static extern void Internal_Cull(ref ScriptableCullingParameters parameters, ScriptableRenderContext renderLoop, IntPtr results);
Esempio n. 5
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 protected static void EndFrameRendering(ScriptableRenderContext context, Camera[] cameras)
 {
     RenderPipelineManager.EndContextRendering(context, new List <Camera>(cameras));
 }
Esempio n. 6
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 protected static void EndCameraRendering(ScriptableRenderContext context, Camera camera)
 {
     RenderPipelineManager.EndCameraRendering(context, camera);
 }
Esempio n. 7
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 protected static void EndContextRendering(ScriptableRenderContext context, List <Camera> cameras)
 {
     RenderPipelineManager.EndContextRendering(context, cameras);
 }
Esempio n. 8
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 protected virtual void ProcessRenderRequests(ScriptableRenderContext context, Camera camera, List <Camera.RenderRequest> renderRequests)
 {
 }
Esempio n. 9
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 protected abstract void Render(ScriptableRenderContext context, Camera[] cameras);
Esempio n. 10
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 internal ScopedSubPass(ScriptableRenderContext context)
 {
     this.m_Context = context;
 }
Esempio n. 11
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 protected static void BeginFrameRendering(ScriptableRenderContext context, Camera[] cameras)
 {
     RenderPipelineManager.BeginFrameRendering(context, cameras);
 }