public FurRenderPass(PassSettings setting, FurRenderFeature render, FilterSettings filterSettings) { m_ProfilerTag = setting.passTag; string[] shaderTags = filterSettings.PassNames; this.settings = setting; this.renderQueueType = filterSettings.RenderQueueType; furRenderFeature = render; //过滤设定 RenderQueueRange queue = new RenderQueueRange(); queue.lowerBound = setting.QueueMin; queue.upperBound = setting.QueueMax; filter = new FilteringSettings(queue, filterSettings.LayerMask); if (shaderTags != null && shaderTags.Length > 0) { foreach (var passName in shaderTags) { m_ShaderTagIdList.Add(new ShaderTagId(passName)); } } }
public CustomRenderPass(PassSettings settings) { this.settings = settings; cs = (ComputeShader)Resources.Load("MobileSSPRComputeShader"); }