public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem) { renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1; ConfigureInput(ScriptableRenderPassInput.Normal); // Require depth m_DrawSystem = drawSystem; m_Settings = settings; m_DBufferClear = dBufferClear; m_ProfilingSampler = new ProfilingSampler("DBuffer Render"); m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1); m_ShaderTagIdList = new List <ShaderTagId>(); m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh)); int dBufferCount = (int)settings.surfaceData + 1; dBufferColorIndentifiers = new RenderTargetIdentifier[dBufferCount]; for (int dbufferIndex = 0; dbufferIndex < dBufferCount; ++dbufferIndex) { dBufferColorIndentifiers[dbufferIndex] = new RenderTargetIdentifier(s_DBufferNames[dbufferIndex]); } m_DBufferCount = dBufferCount; dBufferDepthIndentifier = new RenderTargetIdentifier(s_DBufferDepthName); cameraDepthTextureIndentifier = new RenderTargetIdentifier("_CameraDepthTexture"); cameraDepthAttachmentIndentifier = new RenderTargetIdentifier("_CameraDepthAttachment"); }
public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem) { renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1; ConfigureInput(ScriptableRenderPassInput.Normal); // Require depth m_DrawSystem = drawSystem; m_Settings = settings; m_DBufferClear = dBufferClear; m_ProfilingSampler = new ProfilingSampler("DBuffer Render"); m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1); m_ShaderTagIdList = new List <ShaderTagId>(); m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh)); int dBufferCount = (int)settings.surfaceData + 1; dBufferColorHandles = new RTHandle[dBufferCount]; m_DBufferCount = dBufferCount; }