示例#1
0
        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);
        }
示例#2
0
 /// <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");
 }
示例#3
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 public WaterFXPass()
 {
     m_WaterFX.Init("_WaterFXMap");
     transparentFilterSettings = new FilteringSettings(RenderQueueRange.transparent);
 }
示例#4
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 public GrassDisplacementPass()
 {
     m_GrassDisplacementFX.Init("_Lux_DisplacementRT");
     transparentFilterSettings = new FilteringSettings(RenderQueueRange.transparent);
 }