public void Setup(ScriptableRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { Init(); renderer.Clear(); renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData); RenderTextureDescriptor baseDescriptor = ScriptableRenderer.CreateRTDesc(ref renderingData.cameraData); RenderTextureDescriptor shadowDescriptor = baseDescriptor; shadowDescriptor.dimension = TextureDimension.Tex2D; renderer.EnqueuePass(m_SetupForwardRenderingPass); RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget; RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget; var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples; m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount); renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass); Camera camera = renderingData.cameraData.camera; bool dynamicBatching = renderingData.supportsDynamicBatching; RendererConfiguration rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount); m_SetupLightweightConstants.Setup(renderer.maxVisibleLocalLights, renderer.perObjectLightIndices); renderer.EnqueuePass(m_SetupLightweightConstants); m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration, dynamicBatching); renderer.EnqueuePass(m_RenderOpaqueForwardPass); }
public override void Execute(ScriptableRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { RenderTextureDescriptor opaqueDesc = ScriptableRenderer.CreateRTDesc(ref renderingData.cameraData); var cmd = CommandBufferPool.Get("Capture Pass"); cmd.GetTemporaryRT(m_Target.id, opaqueDesc); cmd.Blit(m_Source.Identifier(), m_Target.Identifier()); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }