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;
    }
예제 #3
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    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;
    }