void UpdateSettingsIfNeeded(PostProcessRenderContext context) { if (m_SettingsUpdateNeeded) { context.command.BeginSample("VolumeBlending"); PostProcessManager.instance.UpdateSettings(this); context.command.EndSample("VolumeBlending"); m_TargetPool.Reset(); } m_SettingsUpdateNeeded = false; }
private void UpdateSettingsIfNeeded(PostProcessRenderContext context) { if (m_SettingsUpdateNeeded) { context.command.BeginSample("VolumeBlending"); PostProcessManager.instance.UpdateSettings(this, context.camera); context.command.EndSample("VolumeBlending"); m_TargetPool.Reset(); if (RuntimeUtilities.scriptableRenderPipelineActive) { Shader.SetGlobalFloat(ShaderIDs.RenderViewportScaleFactor, 1f); } } m_SettingsUpdateNeeded = false; }
void UpdateSettingsIfNeeded(PostProcessRenderContext context) { if (m_SettingsUpdateNeeded) { context.command.BeginSample("VolumeBlending"); PostProcessManager.instance.UpdateSettings(this); context.command.EndSample("VolumeBlending"); m_TargetPool.Reset(); // TODO: fix me once VR support is in SRP // Needed in SRP so that _RenderViewportScaleFactor isn't 0 if (RuntimeUtilities.scriptableRenderPipelineActive) { Shader.SetGlobalFloat(ShaderIDs.RenderViewportScaleFactor, 1f); } } m_SettingsUpdateNeeded = false; }