RTHandle m_DebugColorPickerBuffer ;
RTHandle m_DebugFullScreenTempBuffer ;
bool m_FullScreenDebugPushed ;
bool m_NoRendering ; // False by default mean we render normally, true mean we don't render anything
bool m_ValidAPI ; // False by default mean we render normally, true mean we don't render anything
public Material GetBlitMaterial ( ) { return m_Blit ; }
{
SetRenderingFeatures ( ) ;
m_ValidAPI = true ;
if ( ! SetRenderingFeatures ( ) )
{
m_ValidAPI = false ;
return ;
}
m_Asset = asset ;
m_GPUCopy = new GPUCopy ( asset . renderPipelineResources . copyChannelCS ) ;
}
void SetRenderingFeatures ( )
bool SetRenderingFeatures ( )
{
// Set subshader pipeline tag
Shader . globalRenderPipeline = "HDRenderPipeline" ;
Debug . LogError ( "High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode" ) ;
}
#endif
m_NoRendering = false ;
m_NoRendering = true ;
#if UNITY_EDITOR
foreach ( UnityEditor . SceneView sv in Resources . FindObjectsOfTypeAll ( typeof ( UnityEditor . SceneView ) ) )
sv . ShowNotification ( new GUIContent ( "Platform " + SystemInfo . operatingSystem + " with device " + SystemInfo . graphicsDeviceType . ToString ( ) + " is not supported, no rendering will occur" ) ) ;
#endif
return false ;
return true ;
}
bool IsSupportedPlatform ( )
public override void Dispose ( )
{
UnsetRenderingFeatures ( ) ;
if ( ! m_ValidAPI )
return ;
base . Dispose ( ) ;
m_DebugDisplaySettings . UnregisterDebug ( ) ;
m_IBLFilterGGX . Cleanup ( ) ;
DestroyRenderTextures ( ) ;
UnsetRenderingFeatures ( ) ;
#if UNITY_EDITOR
SceneViewDrawMode . ResetDrawMode ( ) ;
ReflectionProbeCullResults m_ReflectionProbeCullResults ;
public override void Render ( ScriptableRenderContext renderContext , Camera [ ] cameras )
{
if ( m_NoRendering )
if ( ! m_ValidAPI )
return ;
base . Render ( renderContext , cameras ) ;