public RenderPortalPass(string profilerTag, UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, PortalRenderPassFeature.CustomCameraSettings cameraSettings, PortalRenderContext portalContext) { m_ProfilerTag = profilerTag; this.renderPassEvent = renderPassEvent; this.renderQueueType = renderQueueType; this.overrideMaterial = null; this.overrideMaterialPassIndex = 0; RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent) ? RenderQueueRange.transparent : RenderQueueRange.opaque; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); portalRenderContext = portalContext; if (shaderTags != null && shaderTags.Length > 0) { foreach (var passName in shaderTags) { m_ShaderTagIdList.Add(new ShaderTagId(passName)); } } else { m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); } m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_CameraSettings = cameraSettings; }
/// <summary> /// Create the CopyColorPass /// </summary> public EnviroBlitPass(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag) { this.renderPassEvent = renderPassEvent; this.blitMaterial = blitMaterial; this.blitShaderPassIndex = blitShaderPassIndex; m_ProfilerTag = tag; m_TemporaryColorTexture.Init("_TemporaryColorTexture"); }
/// <summary> /// Create the CopyColorPass /// </summary> public EnviroDistanceBlurPass(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, Texture2D distributionTexture) { this.renderPassEvent = renderPassEvent; this.blitMaterial = blitMaterial; this.distributionTexture = distributionTexture; }
public EnviroBlitPassShafts(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, Material clearMaterial) { this.renderPassEvent = renderPassEvent; this.blitMaterial = blitMaterial; this.clearMaterial = clearMaterial; }