public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData) { Init(); renderer.SetupPerObjectLightIndices(ref renderingData.cullResults, ref renderingData.lightData); RenderTextureDescriptor baseDescriptor = ScriptableRenderer.CreateRenderTextureDescriptor(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; var perObjectFlags = ScriptableRenderer.GetPerObjectLightFlags(renderingData.lightData.mainLightIndex, renderingData.lightData.additionalLightsCount); m_SetupLightweightConstants.Setup(renderer.maxVisibleAdditionalLights, renderer.perObjectLightIndices); renderer.EnqueuePass(m_SetupLightweightConstants); m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, perObjectFlags); renderer.EnqueuePass(m_RenderOpaqueForwardPass); }