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public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, |
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RenderTargetHandle depthHandle, ClearFlag clearFlag) |
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{ |
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LWRPBackgroundRenderPass lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass(); |
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var lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass(); |
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lwrpBackgroundRenderPass.Setup(blitMaterial, colorHandle.Identifier(), depthHandle.Identifier(), |
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baseDescriptor); |
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return lwrpBackgroundRenderPass; |
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