public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle, RenderTargetHandle depthAttachmentHandle)
 {
     if (m_perObjectPass == null)
     {
         m_perObjectPass = new PerObjectBloomPassImpl(baseDescriptor);
     }
     return(m_perObjectPass);
 }
示例#2
0
 public override void Create()
 {
     m_perObjectPass = new PerObjectBloomPassImpl();
     m_perObjectPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
 }