using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using Unity.DebugDisplay;
class DebugDisplayCustomPass3D : CustomPass
{
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
}
protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera camera, CullingResults cullingResult)
{
SetCameraRenderTarget(cmd);
Unity.DebugDisplay.Overlay.Managed.Render3D(camera.camera.cameraType, cmd);
}
protected override void Cleanup()
{
}
}