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