using UnityEngine; using UnityEngine.Rendering.HighDefinition; using UnityEngine.Rendering; using UnityEngine.Experimental.Rendering; using Unity.DebugDisplay; class DebugDisplayCustomPass2D : 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.Render(camera.camera.cameraType, cmd); } protected override void Cleanup() { } }