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using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class OpaquePostProcessPass : ScriptableRenderPass
{
private RenderTargetHandle colorAttachmentHandle { get; set; }
private RenderTextureDescriptor descriptor { get; set; }
private PostProcessRenderContext postContext { get; set; }
public void Setup(
PostProcessRenderContext postProcessRenderContext,
RenderTextureDescriptor baseDescriptor,
RenderTargetHandle colorAttachmentHandle)
{
this.colorAttachmentHandle = colorAttachmentHandle;
this.postContext = postProcessRenderContext;
descriptor = baseDescriptor;
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults,
ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get("Render Opaque PostProcess Effects");
RenderTargetIdentifier source = colorAttachmentHandle.Identifier();
LightweightPipeline.RenderPostProcess(cmd, postContext, ref renderingData.cameraData, descriptor.colorFormat, source, colorAttachmentHandle.Identifier(), true);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}