public CustomLWPipe(CustomRenderGraphData data) { m_SetupForwardRenderingPass = new SetupForwardRenderingPass(); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(); m_SetupLightweightConstants = new SetupLightweightConstanstPass(); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(); }
private void Init(LightweightForwardRenderer renderer) { if (m_Initialized) { return; } m_SetupForwardRenderingPass = new SetupForwardRenderingPass(renderer); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(renderer); m_SetupLightweightConstants = new SetupLightweightConstanstPass(renderer); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(renderer); m_Initialized = true; }
private void Init() { if (m_Initialized) { return; } m_DepthOnlyPass = new DepthOnlyPass(); m_MainLightShadowCasterPass = new MainLightShadowCasterPass(); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(); m_SetupForwardRenderingPass = new SetupForwardRenderingPass(); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(); m_BeginXrRenderingPass = new BeginXRRenderingPass(); m_SetupLightweightConstants = new SetupLightweightConstanstPass(); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(); m_OpaquePostProcessPass = new OpaquePostProcessPass(); m_DrawSkyboxPass = new DrawSkyboxPass(); m_CopyDepthPass = new CopyDepthPass(); m_CopyColorPass = new CopyColorPass(); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(); m_RenderTransparentForwardPass2 = new RenderTransparentForwardPass2(); m_RenderTransparentForwardPass3 = new RenderTransparentForwardPass3(); m_TransparentPostProcessPass = new TransparentPostProcessPass(); m_FinalBlitPass = new FinalBlitPass(); m_EndXrRenderingPass = new EndXRRenderingPass(); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline ColorAttachment.Init("_CameraColorTexture"); DepthAttachment.Init("_CameraDepthAttachment"); DepthTexture.Init("_CameraDepthTexture"); OpaqueColor.Init("_CameraOpaqueTexture"); MainLightShadowmap.Init("_MainLightShadowmapTexture"); AdditionalLightsShadowmap.Init("_AdditionalLightsShadowmapTexture"); ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture"); m_Initialized = true; }