public TemporalReprojectionPass(RenderPassEvent evt) { this.renderPassEvent = evt; m_Visible = false; m_FirstTimeExcute = true; reprojectionShader = Shader.Find("Hidden/Universal Render Pipeline/TemporalReprojection"); EnsureInstance.EnsureMaterial(ref reprojectionMaterial, reprojectionShader); }
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor textureDescriptor) { timeScaleNextFrame = Time.timeScale; int targetArraySize = m_IsCameraStereo ? 2 : 1; EnsureInstance.EnsureArray(ref m_ParamInitialized, targetArraySize, initialValue: false); InitRenderTarget(cmd, textureDescriptor, ref targetArraySize); EnsureInstance.EnsureArray(ref m_ParamProjectionExtents, targetArraySize); EnsureInstance.EnsureArray(ref m_ParamCurrV, targetArraySize); EnsureInstance.EnsureArray(ref m_ParamCurrVP, targetArraySize); EnsureInstance.EnsureArray(ref m_ParamPrevVP, targetArraySize); EnsureInstance.EnsureArray(ref m_ParamPrevVPNoFlip, targetArraySize); }