#if URP_PRESENT using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEngine.Perception.GroundTruth { class LensDistortionUrpPass : ScriptableRenderPass { public LensDistortionCrossPipelinePass lensDistortionCrossPipelinePass; public LensDistortionUrpPass(Camera camera, RenderTexture targetTexture) { lensDistortionCrossPipelinePass = new LensDistortionCrossPipelinePass(camera, targetTexture); ConfigureTarget(targetTexture, targetTexture.depthBuffer); lensDistortionCrossPipelinePass.Setup(); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var commandBuffer = CommandBufferPool.Get(nameof(SemanticSegmentationUrpPass)); lensDistortionCrossPipelinePass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults); CommandBufferPool.Release(commandBuffer); } public void Cleanup() { lensDistortionCrossPipelinePass.Cleanup(); } } } #endif