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