public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { var src = renderer.cameraColorTarget; scriptablePass.Setup(src); renderer.EnqueuePass(scriptablePass); }
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { var src = renderer.cameraColorTarget; m_ScriptablePass.Setup(src, RenderTargetHandle.CameraTarget); renderer.EnqueuePass(m_ScriptablePass); }
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (_initialized) { _scriptablePass.Setup(renderer.cameraColorTarget); renderer.EnqueuePass(_scriptablePass); } else { Debug.LogWarning(this.name + " ( type : " + this.GetType().ToString() + ") was not initialized. Please use Initialize() right after instantiation."); } }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { var stack = VolumeManager.instance.stack; var customProcesses = stack.GetComponent <CustomPostProcessing>(); if (customProcesses == null || !customProcesses.IsActive()) { return; } var pass = customProcesses.renderPassSetting.value; m_ScriptablePass.Setup(pass.passEvent, pass.targetTexture, pass.postProcessMat); renderer.EnqueuePass(m_ScriptablePass); }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { m_ScriptablePass.renderPassEvent = settings.Event; m_ScriptablePass.Setup(ref renderingData); renderer.EnqueuePass(m_ScriptablePass); }
// Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { m_ScriptablePass.Setup(passEvent, targetTexture, postProcessMat); renderer.EnqueuePass(m_ScriptablePass); }