您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
26 行
1.0 KiB
26 行
1.0 KiB
using UnityEngine;
|
|
using UnityEngine.Rendering.HighDefinition;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using Unity.DebugDisplay;
|
|
|
|
class DebugOverlayCustomPass2D : 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 <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
|
|
// 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);
|
|
DebugOverlay.Render(camera.camera.cameraType, cmd);
|
|
}
|
|
|
|
protected override void Cleanup()
|
|
{
|
|
}
|
|
}
|