/// <summary>Create a new instance by copying values from <paramref name="other"/>.</summary>
 /// <param name="other"></param>
 public AOVRequest(AOVRequest other)
 {
     m_MaterialProperty    = other.m_MaterialProperty;
     m_LightingProperty    = other.m_LightingProperty;
     m_DebugFullScreen     = other.m_DebugFullScreen;
     m_LightFilterProperty = other.m_LightFilterProperty;
 }
示例#2
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 /// <summary>Add a AOV request.</summary>
 /// <param name="settings">Settings to use for this frame pass.</param>
 /// <param name="bufferAllocator">An allocator for each buffer.</param>
 /// <param name="includedLightList">If non null, only these lights will be rendered, if none, all lights will be rendered.</param>
 /// <param name="aovBuffers">A list of buffers to use.</param>
 /// <param name="callback">A callback that can use the requested buffers once the rendering has completed.</param>
 /// <returns></returns>
 public AOVRequestBuilder Add(
     AOVRequest settings,
     AOVRequestBufferAllocator bufferAllocator,
     List <GameObject> includedLightList,
     AOVBuffers[] aovBuffers,
     FramePassCallback callback
     )
 {
     (m_AOVRequestDataData ?? (m_AOVRequestDataData = ListPool <AOVRequestData> .Get())).Add(
         new AOVRequestData(settings, bufferAllocator, includedLightList, aovBuffers, callback));
     return(this);
 }
 /// <summary>Create a new frame pass.</summary>
 /// <param name="settings">Settings to use.</param>
 /// <param name="bufferAllocator">Buffer allocators to use.</param>
 /// <param name="lightFilter">If null, all light will be rendered, if not, only those light will be rendered.</param>
 /// <param name="requestedAOVBuffers">The requested buffers for the callback.</param>
 /// <param name="callback">The callback to execute.</param>
 public AOVRequestData(
     AOVRequest settings,
     AOVRequestBufferAllocator bufferAllocator,
     List <GameObject> lightFilter,
     AOVBuffers[] requestedAOVBuffers,
     FramePassCallback callback
     )
 {
     m_Settings            = settings;
     m_BufferAllocator     = bufferAllocator;
     m_RequestedAOVBuffers = requestedAOVBuffers;
     m_LightFilter         = lightFilter;
     m_Callback            = callback;
 }