public override void Create() { var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1; settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex); blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name); m_RenderTextureHandle.Init(settings.textureId); }
/// <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"); }
public WaterFXPass() { m_WaterFX.Init("_WaterFXMap"); transparentFilterSettings = new FilteringSettings(RenderQueueRange.transparent); }
public GrassDisplacementPass() { m_GrassDisplacementFX.Init("_Lux_DisplacementRT"); transparentFilterSettings = new FilteringSettings(RenderQueueRange.transparent); }