public override void Create() { FilterSettings filter = settings.filterSettings; // Render Objects pass doesn't support events before rendering prepasses. // The camera is not setup before this point and all rendering is monoscopic. // Events before BeforeRenderingPrepasses should be used for input texture passes (shadow map, LUT, etc) that doesn't depend on the camera. // These events are filtering in the UI, but we still should prevent users from changing it from code or // by changing the serialized data. if (settings.Event < RenderPassEvent.BeforeRenderingPrePasses) { settings.Event = RenderPassEvent.BeforeRenderingPrePasses; } renderObjectsPass = new RenderObjectsPass(settings.passTag, settings.Event, filter.PassNames, filter.RenderQueueType, filter.LayerMask, settings.cameraSettings); renderObjectsPass.overrideMaterial = settings.overrideMaterial; renderObjectsPass.overrideMaterialPassIndex = settings.overrideMaterialPassIndex; if (settings.overrideDepthState) { renderObjectsPass.SetDetphState(settings.enableWrite, settings.depthCompareFunction); } if (settings.stencilSettings.overrideStencilState) { renderObjectsPass.SetStencilState(settings.stencilSettings.stencilReference, settings.stencilSettings.stencilCompareFunction, settings.stencilSettings.passOperation, settings.stencilSettings.failOperation, settings.stencilSettings.zFailOperation); } }
public override void Create() { FilterSettings filter = settings.filterSettings; renderObjectsPass = new RenderObjectsPass(settings.passTag, settings.Event, filter.PassNames, filter.RenderQueueType, filter.LayerMask, settings.cameraSettings); renderObjectsPass.overrideMaterial = settings.overrideMaterial; renderObjectsPass.overrideMaterialPassIndex = settings.overrideMaterialPassIndex; if (settings.overrideDepthState) { renderObjectsPass.SetDetphState(settings.enableWrite, settings.depthCompareFunction); } if (settings.stencilSettings.overrideStencilState) { renderObjectsPass.SetStencilState(settings.stencilSettings.stencilReference, settings.stencilSettings.stencilCompareFunction, settings.stencilSettings.passOperation, settings.stencilSettings.failOperation, settings.stencilSettings.zFailOperation); } }