public TextureUtil(CustomRenderPipelineAsset asset)
        {
            m_Asset = asset;

            m_CopyTextureSupport       = SystemInfo.copyTextureSupport;
            m_BlitQuad                 = LightweightUtils.CreateQuadMesh(false);
            m_BlitMaterial             = CoreUtils.CreateEngineMaterial(asset.BlitShader);
            m_CopyDepthMaterial        = CoreUtils.CreateEngineMaterial(asset.CopyDepthShader);
            m_PostProcessRenderContext = new PostProcessRenderContext();
        }
示例#2
0
    private void Debug_CopyTextureSupport()
    {
        CopyTextureSupport info = SystemInfo.copyTextureSupport;

        Debug.Log("CopyTextureSupport: " + info);
    }