(testSetup.hdr && testCamera.allowHDR) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32,
24);
rtDesc.sRGB = PlayerSettings.colorSpace == ColorSpace.Linear;
rtDesc.msaaSamples = testSetup.msaaSamples;
// render the scene
var tempTarget = RenderTexture.GetTemporary (rtDesc);
namespace UnityEngine.Experimental.Rendering
{
public class SetupSceneForRenderPipelineTest : MonoBehaviour
public int msaaSamples = 1;
public int width = 1280;
public int height = 720;
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
renderPipeline: {fileID: 11400000, guid: e6987eea1dd29074597d54ed91a54a26, type: 2}
cameraToUse: {fileID: 232121474}
hdr: 0
msaaSamples: 4
width: 1280
height: 720
--- !u!1 &235386914
cameraToUse: {fileID: 1169043407}
--- !u!20 &1169043407