/// <summary> /// Create the CopyColorPass /// </summary> /// public BlitPass(UnityEngine.Rendering.Universal.RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag) { this.renderPassEvent = renderPassEvent; this.blitMaterial = blitMaterial; this.blitShaderPassIndex = blitShaderPassIndex; m_ProfilerTag = tag; m_TemporaryColorTexture.Init("_TemporaryColorTexture"); }
public OutlinePass(Material outlineMaterial, UnityEngine.Rendering.Universal.RenderPassEvent Event) { this.outlineMaterial = outlineMaterial; this.renderPassEvent = Event; }