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