public static void AddRenderPass(Camera camera, ScriptableRenderPass pass) { #if UNITY_EDITOR if (!IsLightweightRenderPipelineSetupCorrectly()) { return; } #endif s_renderPassList[camera].Add(pass); }
public void EnqueuePass(ScriptableRenderPass pass) { m_ActiveRenderPassQueue.Add(pass); }
public void AddScriptableRenderPass(ScriptableRenderPass pass) { passes.Add(pass); }