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29 行
1.1 KiB

using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public abstract class ScriptableRenderPass
{
public ScriptableRenderPass(RenderTextureFormat[] inputColorAttachments, RenderTextureFormat inputDepthAttachment)
{
colorAttachments = inputColorAttachments;
depthAttachment = inputDepthAttachment;
}
public abstract void BindSurface(CommandBuffer cmd, RenderTextureDescriptor attachmentDescriptor, int samples);
public abstract void Execute(ScriptableRenderContext context, Camera camera, ref CullResults cullResults, bool stereoRendering);
public abstract void Dispose(CommandBuffer cmd);
public RenderTextureFormat[] colorAttachments { get; set; }
public RenderTextureFormat depthAttachment { get; set; }
protected List<ShaderPassName> m_ShaderPassNames = new List<ShaderPassName>();
public void RegisterShaderPassName(string passName)
{
m_ShaderPassNames.Add(new ShaderPassName(passName));
}
}
}