///////////////////////////////////////////////////////////////////////////////////////////// // Unity MonoBehavior Messages ///////////////////////////////////////////////////////////////////////////////////////////// internal void Enable(RenderPipeline renderPipeline) { _renderTextureFormat = Compatibility.CheckSupportedRenderTextureFormat(); _renderPipeline = renderPipeline; _sourceContext = new RenderContext[1] { new RenderContext() }; _renderContext = new RenderContext[PipelineProperties.renderBufferSize]; for (int i = 0; i < PipelineProperties.renderBufferSize; i++) { _renderContext[i] = new RenderContext(); } _selectiveRenderContext = new RenderContext(); _renderMaterialNoGeometry = new Material(_resources.sm40Shader) { hideFlags = HideFlags.HideAndDontSave }; _renderTargetsBundle = new List <RenderTarget>(); _renderKeywordsBundle = new List <MaterialKeywords>(); //create buffers _bloomDownsampleBuffer = new MipBuffer(PipelineProperties.CommandBufferProperties.bloomDownsampleBuffer, _renderPipeline); _bloomUpsampleBuffer = new MipBuffer(PipelineProperties.CommandBufferProperties.bloomUpsampleBuffer, _renderPipeline); }
///////////////////////////////////////////////////////////////////////////////////////////// // CommandBuffer creation ///////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// Enable or disable all supported / unsupported shaders based on the platform /// </summary> private void CheckFeatureSupport() { _renderTextureFormat = Compatibility.CheckSupportedRenderTextureFormat(); }