void EnqueuePass(CommandBuffer cmd, RenderPassHandles passHandle, RenderTextureDescriptor baseDescriptor, int[] colorAttachmentHandles = null, int depthAttachmentHandle = -1, int samples = 1) { ScriptableRenderPass pass = GetPass(passHandle); pass.Setup(cmd, baseDescriptor, colorAttachmentHandles, depthAttachmentHandle, samples); if (passHandle == RenderPassHandles.DirectionalShadows || passHandle == RenderPassHandles.LocalShadows) { m_ActiveShadowQueue.Add(pass); } else { m_ActiveRenderPassQueue.Add(pass); } }
public void EnqueuePass(ScriptableRenderPass pass) { m_ActiveRenderPassQueue.Add(pass); }