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// The pass "SRPDefaultUnlit" is a fallback to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
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ShaderPassName[] m_ForwardPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName}; |
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ShaderPassName[] m_SinglePassName = new ShaderPassName[1]; |
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// Post-processing context and screen-space effects (recycled on every frame to avoid GC alloc)
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readonly PostProcessRenderContext m_PostProcessContext; |
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RenderStateBlock? stateBlock = null, |
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Material overrideMaterial = null) |
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{ |
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RenderTransparentRenderList(cull, camera, renderContext, cmd, new ShaderPassName[] { passName }, rendererConfiguration, stateBlock, overrideMaterial); |
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m_SinglePassName[0] = passName; |
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RenderTransparentRenderList(cull, camera, renderContext, cmd, m_SinglePassName, rendererConfiguration, stateBlock, overrideMaterial); |
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} |
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void RenderTransparentRenderList(CullResults cull, |
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