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After pipeline lifecycle changes in the engine now we can set the pipeline tag upon asset creation and disposal.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
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c3cd030b
共有 1 个文件被更改,包括 6 次插入2 次删除
  1. 8
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

8
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


BuildShadowSettings();
m_ShadowMapProperty = Shader.PropertyToID("_ShadowMap");
m_ShadowMapRTID = new RenderTargetIdentifier(m_ShadowMapProperty);
Shader.globalRenderPipeline = "LightweightPipeline";
}
public override void Dispose()
{
Shader.globalRenderPipeline = "";
var prevPipe = Shader.globalRenderPipeline;
Shader.globalRenderPipeline = "LightweightPipeline";
base.Render(context, cameras);
foreach (Camera camera in cameras)

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