using UnityEngine.Rendering.Universal; namespace UnityEngine.Experimental.Rendering.Universal { public class FullScreenQuad : ScriptableRendererFeature { [System.Serializable] public struct FullScreenQuadSettings { public RenderPassEvent renderPassEvent; public Material material; } public FullScreenQuadSettings m_Settings; FullScreenQuadPass m_RenderQuadPass; public override void Create() { m_RenderQuadPass = new FullScreenQuadPass(m_Settings); } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (m_Settings.material != null) renderer.EnqueuePass(m_RenderQuadPass); } } }