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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class OpaquePostProcessPass : ScriptableRenderPass
{
public OpaquePostProcessPass(LightweightForwardRenderer renderer) : base(renderer)
{}
private RenderTargetHandle colorAttachmentHandle { get; set; }
private RenderTextureDescriptor descriptor { get; set; }
public void Setup(
RenderTextureDescriptor baseDescriptor,
RenderTargetHandle colorAttachmentHandle)
{
this.colorAttachmentHandle = colorAttachmentHandle;
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, renderer.postProcessRenderContext, ref renderingData.cameraData, descriptor.colorFormat, source, colorAttachmentHandle.Identifier(), true);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}