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#if URP_PRESENT
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Perception.GroundTruth
{
class InstanceSegmentationUrpPass : ScriptableRenderPass
{
InstanceSegmentationCrossPipelinePass m_InstanceSegmentationPass;
public InstanceSegmentationUrpPass(Camera camera, RenderTexture targetTexture)
{
m_InstanceSegmentationPass = new InstanceSegmentationCrossPipelinePass(camera);
ConfigureTarget(targetTexture, targetTexture.depthBuffer);
ConfigureClear(ClearFlag.None, Color.black);
m_InstanceSegmentationPass.Setup();
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var commandBuffer = CommandBufferPool.Get(nameof(InstanceSegmentationUrpPass));
m_InstanceSegmentationPass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults);
CommandBufferPool.Release(commandBuffer);
}
public void Cleanup()
{
m_InstanceSegmentationPass.Cleanup();
}
}
}
#endif