public override void Create() { m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.Init(); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; //don't do RT switch when rendering _CameraColorTexture, so use AfterRenderingPrePasses }
public override void Create() { m_ScriptablePass = new CustomRenderPass(_settings.material); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.mat = mysetting.mat; m_ScriptablePass.renderPassEvent = mysetting.Event; m_ScriptablePass.ColorX = mysetting.ColorX; m_ScriptablePass.ColorY = mysetting.ColorY; m_ScriptablePass.ColorZ = mysetting.ColorZ; m_ScriptablePass.ColorEdge = mysetting.ColorEdge; m_ScriptablePass.ColorOutline = mysetting.ColorOutline; m_ScriptablePass.Width = mysetting.Width; m_ScriptablePass.Spacing = mysetting.Spacing; m_ScriptablePass.Speed = mysetting.Speed; m_ScriptablePass.EdgeSample = mysetting.EdgeSample; m_ScriptablePass.NormalSensitivity = mysetting.NormalSensitivity; m_ScriptablePass.DepthSensitivity = mysetting.DepthSensitivity; m_ScriptablePass.AXIS = mysetting.AXIS; }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); // レンダーパスを注入する場所を設定します。 m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.settings = settings; m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; }
public override void Create() { _scriptablePass = new CustomRenderPass(this) { renderPassEvent = RenderPassEvent.AfterRendering + 1, // 必ず最後に実行されるように調整. }; }
public override void Create() { m_ScriptablePass = new CustomRenderPass(settings.material); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; m_ScriptablePass.ConfigureClear(ClearFlag.All, Color.black); }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.SetMaterial(effectMat); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = renderpassEvent; }
public override void Create() { _scriptablePass = new CustomRenderPass(this) { // Configures where the render pass should be injected. renderPassEvent = RenderPassEvent.AfterRendering + 1, // 必ず最後に実行されるように調整. }; }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.topLayerMaterial = CoreUtils.CreateEngineMaterial(Shader.Find(CustomRenderPass.topLayerShader)); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RP.RenderPassEvent.BeforeRendering; }
public override void Create() { instance = this; m_ScriptablePass = new CustomRenderPass(Settings); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents;//we must wait _CameraOpaqueTexture & _CameraDepthTexture is usable }
public override void Create() { Debug.Log("Create ExecuteCommandBuffersRenderPassFeature"); m_ScriptablePass = new CustomRenderPass(); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing; }
public override void Create() { scriptablePass = new CustomRenderPass("KawaseBlur"); scriptablePass.blurMaterial = settings.blurMaterial; scriptablePass.passes = settings.blurPasses; scriptablePass.downsample = settings.downsample; scriptablePass.copyToFramebuffer = settings.copyToFramebuffer; scriptablePass.targetName = settings.targetName; scriptablePass.renderPassEvent = settings.renderPassEvent; }
public override void Create() { scriptablePass = new CustomRenderPass("SSAO"); scriptablePass.totalStrength = settings.totalStrength; scriptablePass.brightnessCorrection = settings.brightnessCorrection; scriptablePass.area = settings.area; scriptablePass.falloff = settings.falloff; scriptablePass.radius = settings.radius; scriptablePass.debug = settings.debug; scriptablePass.renderPassEvent = settings.renderPassEvent; }
public override void Create() //进行初始化,这里最先开始 { mypass = new CustomRenderPass(setting.RenderFeatherName); //实例化一下并传参数,name就是tag mypass.renderPassEvent = setting.passEvent; mypass.radialblurRadius = setting.radialblurRadius; mypass.passloop = setting.loop; mypass.passMat = setting.mymat; mypass.radialCenter = setting.radialCenter; }
public override void Create() //进行初始化,这里最先开始 { mypass = new CustomRenderPass(setting.RenderFeatherName); //实例化一下并传参数,name就是tag mypass.renderPassEvent = setting.passEvent; mypass.passblur = setting.blur; mypass.passloop = setting.loop; mypass.passMat = setting.mymat; mypass.passdownsample = setting.downsample; }
public override void Create() { if (this.lightConeMaterial == null) { Debug.LogWarning("Warning: Field(s) not initialized in ShadowRenderPassFeature. Not using this pass."); m_ScriptablePass = null; return; } m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.lightConeMaterial = lightConeMaterial; m_ScriptablePass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques; }
/// <summary> /// Create the scriptable render pass. /// </summary> public override void Create() { #if !UNITY_EDITOR m_ScriptablePass = new CustomRenderPass(RenderPassEvent.BeforeRenderingOpaques); m_BackgroundMesh = new Mesh(); m_BackgroundMesh.vertices = new Vector3[] { new Vector3(0f, 0f, 0.1f), new Vector3(0f, 1f, 0.1f), new Vector3(1f, 1f, 0.1f), new Vector3(1f, 0f, 0.1f), }; m_BackgroundMesh.uv = new Vector2[] { new Vector2(0f, 0f), new Vector2(0f, 1f), new Vector2(1f, 1f), new Vector2(1f, 0f), }; m_BackgroundMesh.triangles = new int[] { 0, 1, 2, 0, 2, 3 }; #endif // !UNITY_EDITOR }
/// <summary> /// Create the scriptable render pass. /// </summary> public override void Create() { #if !UNITY_EDITOR m_ScriptablePass = new CustomRenderPass(RenderPassEvent.BeforeRenderingOpaques); #endif // !UNITY_EDITOR }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); }
public override void Create() { m_ScriptablePass = new CustomRenderPass(setting.Event, setting.material); }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); m_ScriptablePass.material = Resources.Load <Material>("Materials/Rendertest"); // Resources/Materials/RenderDepth.matをロードする m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRendering; // レンダリングが終わった後にレンダリングパスを実行 }
public override void Create() { m_ScriptablePass = new CustomRenderPass(setting); m_ScriptablePass.renderPassEvent = setting.passEvent; }
public override void Create() { customRenderPass = new CustomRenderPass(); }
public override void Create() { customRenderPass = new CustomRenderPass(settings.materialReference, settings.customIdentifier); customRenderPass.renderPassEvent = settings.renderPassEvent; // Configures where the render pass should be injected in the rendering process. }
public override void Create() { m_ScriptablePass = new CustomRenderPass(); // Configures where the render pass should be injected. m_ScriptablePass.renderPassEvent = UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingPostProcessing; }
public void Initialize(RenderPassEvent renderPassEvent, Shader shader) { _scriptablePass = new CustomRenderPass(renderPassEvent, shader); _initialized = true; }