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