/// <summary>Create a new instance by copying values from <paramref name="other"/>.</summary> /// <param name="other"></param> public AOVRequest(AOVRequest other) { m_MaterialProperty = other.m_MaterialProperty; m_LightingProperty = other.m_LightingProperty; m_DebugFullScreen = other.m_DebugFullScreen; m_LightFilterProperty = other.m_LightFilterProperty; }
/// <summary>Add a AOV request.</summary> /// <param name="settings">Settings to use for this frame pass.</param> /// <param name="bufferAllocator">An allocator for each buffer.</param> /// <param name="includedLightList">If non null, only these lights will be rendered, if none, all lights will be rendered.</param> /// <param name="aovBuffers">A list of buffers to use.</param> /// <param name="callback">A callback that can use the requested buffers once the rendering has completed.</param> /// <returns></returns> public AOVRequestBuilder Add( AOVRequest settings, AOVRequestBufferAllocator bufferAllocator, List <GameObject> includedLightList, AOVBuffers[] aovBuffers, FramePassCallback callback ) { (m_AOVRequestDataData ?? (m_AOVRequestDataData = ListPool <AOVRequestData> .Get())).Add( new AOVRequestData(settings, bufferAllocator, includedLightList, aovBuffers, callback)); return(this); }
/// <summary>Create a new frame pass.</summary> /// <param name="settings">Settings to use.</param> /// <param name="bufferAllocator">Buffer allocators to use.</param> /// <param name="lightFilter">If null, all light will be rendered, if not, only those light will be rendered.</param> /// <param name="requestedAOVBuffers">The requested buffers for the callback.</param> /// <param name="callback">The callback to execute.</param> public AOVRequestData( AOVRequest settings, AOVRequestBufferAllocator bufferAllocator, List <GameObject> lightFilter, AOVBuffers[] requestedAOVBuffers, FramePassCallback callback ) { m_Settings = settings; m_BufferAllocator = bufferAllocator; m_RequestedAOVBuffers = requestedAOVBuffers; m_LightFilter = lightFilter; m_Callback = callback; }