29 lines
		
	
	
		
			894 B
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			29 lines
		
	
	
		
			894 B
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | using UnityEngine; | ||
|  | using UnityEngine.Rendering.Universal; | ||
|  | 
 | ||
|  | // This Renderer Feature sets up the BlitToRTHandlePass pass. | ||
|  | public class BlitToRTHandleRendererFeature : ScriptableRendererFeature | ||
|  | { | ||
|  |     private BlitToRTHandlePass m_CopyColorPass; | ||
|  |     private RenderPassEvent m_CopyColorEvent = RenderPassEvent.AfterRenderingTransparents; | ||
|  |     public Material blitMaterial; | ||
|  | 
 | ||
|  |     public override void Create() | ||
|  |     { | ||
|  |         m_CopyColorPass = new BlitToRTHandlePass(m_CopyColorEvent, blitMaterial); | ||
|  |     } | ||
|  |      | ||
|  |     public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) | ||
|  |     { | ||
|  |         if (renderingData.cameraData.cameraType != CameraType.Game) | ||
|  |             return; | ||
|  |          | ||
|  |         renderer.EnqueuePass(m_CopyColorPass); | ||
|  |     } | ||
|  | 
 | ||
|  |     protected override void Dispose(bool disposing) | ||
|  |     { | ||
|  |         m_CopyColorPass?.Dispose(); | ||
|  |         m_CopyColorPass = null; | ||
|  |     } | ||
|  | } |