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using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Experimental.Rendering.LWRP;
namespace UnityEngine.XR.ARFoundation.LWRPSupport
{
public class LWRPBeforeCameraRender : MonoBehaviour, IBeforeRender
{
const string k_ARBlitTag = "ARBackground Blit Pass";
public Material blitMaterial { get; set; }
/// <summary>
/// Create, setup and return a ScriptableRenderPass that will blit the pass-thru video when this GameObject is rendered.
/// </summary>
/// <param name="baseDescriptor">RenderTextureDescriptor for this pass. </param>
/// <param name="colorHandle">RenderTargetHandle for color buffer.</param>
/// <param name="depthHandle">RenderTargetHandle for depth buffer.</param>
/// <param name="clearFlag">ClearFlag used for rendering.</param>
/// <returns></returns>
public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
RenderTargetHandle depthHandle, ClearFlag clearFlag)
{
LWRPBackgroundRenderPass lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass();
lwrpBackgroundRenderPass.Setup(blitMaterial, colorHandle.Identifier(), depthHandle.Identifier(),
baseDescriptor);
return lwrpBackgroundRenderPass;
}
}
}