private void Init() { if (m_Initialized) { return; } m_DepthOnlyPass = new DepthOnlyPass(); _CopyDepthForOITPass = new CopyDepthPass(); _OITDepthOnlyPass = new OITDepthOnlyPass(); m_DepthNormalsPass = new DepthNormalsPass(); m_MainLightShadowCasterPass = new MainLightShadowCasterPass(); m_MainCharacterShadowCasterPass = new MainCharacterShadowCasterPass(); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(); _DeepShadowCasterPass = new DeepShadowCasterPass(); m_SetupForwardRenderingPass = new SetupForwardRenderingPass(); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(); _ScreenSpaceDeepShadowMapsPass = new ScreenSpaceDeepShadowMapsPass(); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(); m_BeginXrRenderingPass = new BeginXRRenderingPass(); m_SetupLightweightConstants = new SetupLightweightConstanstPass(); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(); m_OpaquePostProcessPass = new OpaquePostProcessPass(); m_DrawSkyboxPass = new DrawSkyboxPass(); m_CopyDepthPass = new CopyDepthPass(); m_CopyColorPass = new CopyColorPass(); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(); //_RenderWeightedOITForwardPass = new RenderWeightedOITForwardPass(); _RenderMomentOITForwardPass = new RenderMomentOITForwardPass(); m_TransparentPostProcessPass = new TransparentPostProcessPass(); m_FinalBlitPass = new FinalBlitPass(); m_EndXrRenderingPass = new EndXRRenderingPass(); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline ColorAttachment.Init("_CameraColorTexture"); DepthAttachment.Init("_CameraDepthAttachment"); DepthTexture.Init("_CameraDepthTexture"); OITDepthTexture.Init("_OITDepthTexture"); OpaqueColor.Init("_CameraOpaqueTexture"); DepthNormalsTexture.Init("_CameraDepthNormalsTexture"); MainLightShadowmap.Init("_MainLightShadowmapTexture"); MainCharacterShadowmap.Init("_MainCharacterShadowmapTexture"); AdditionalLightsShadowmap.Init("_AdditionalLightsShadowmapTexture"); ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture"); ScreenSpaceDeepShadowLut.Init("_DeepShadowLut"); m_Initialized = true; }
private void Init() { if (m_Initialized) { return; } m_DepthOnlyPass = new DepthOnlyPass(); m_DirectionalShadowPass = new DirectionalShadowsPass(); m_LocalShadowPass = new LocalShadowsPass(); m_SetupForwardRenderingPass = new SetupForwardRenderingPass(); m_ScreenSpaceShadowResovePass = new ScreenSpaceShadowResolvePass(); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(); m_BeginXrRenderingPass = new BeginXRRenderingPass(); m_SetupLightweightConstants = new SetupLightweightConstanstPass(); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(); m_OpaquePostProcessPass = new OpaquePostProcessPass(); m_DrawSkyboxPass = new DrawSkyboxPass(); m_CopyDepthPass = new CopyDepthPass(); m_CopyColorPass = new CopyColorPass(); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(); m_TransparentPostProcessPass = new TransparentPostProcessPass(); m_FinalBlitPass = new FinalBlitPass(); m_EndXrRenderingPass = new EndXRRenderingPass(); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline Color.Init("_CameraColorTexture"); DepthAttachment.Init("_CameraDepthAttachment"); DepthTexture.Init("_CameraDepthTexture"); OpaqueColor.Init("_CameraOpaqueTexture"); DirectionalShadowmap.Init("_DirectionalShadowmapTexture"); LocalShadowmap.Init("_LocalShadowmapTexture"); ScreenSpaceShadowmap.Init("_ScreenSpaceShadowMapTexture"); m_Initialized = true; }