您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

29 行
1.1 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class RenderPipelineMaterial : Object
{
// GBuffer management
public virtual bool IsDefferedMaterial() { return false; }
public virtual int GetMaterialGBufferCount(HDRenderPipelineAsset asset) { return 0; }
public virtual void GetMaterialGBufferDescription(HDRenderPipelineAsset asset, out RenderTextureFormat[] RTFormat, out bool[] sRGBFlag, out GBufferUsage[] gBufferUsage, out bool[] enableWrite)
{
RTFormat = null;
sRGBFlag = null;
gBufferUsage = null;
enableWrite = null;
}
// Regular interface
public virtual void Build(HDRenderPipelineAsset hdAsset) {}
public virtual void Cleanup() {}
// Following function can be use to initialize GPU resource (once or each frame) and bind them
public virtual void RenderInit(CommandBuffer cmd) {}
public virtual void Bind() {}
}
}