forked from BilalY/Rasagar
39 lines
1.3 KiB
C#
39 lines
1.3 KiB
C#
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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internal class XRPassUniversal : XRPass
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{
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public static XRPass Create(XRPassCreateInfo createInfo)
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{
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XRPassUniversal pass = GenericPool<XRPassUniversal>.Get();
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pass.InitBase(createInfo);
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// Initialize fields specific to Universal
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pass.isLateLatchEnabled = false;
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pass.canMarkLateLatch = false;
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pass.hasMarkedLateLatch = false;
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pass.canFoveateIntermediatePasses = true;
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return pass;
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}
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override public void Release()
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{
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GenericPool<XRPassUniversal>.Release(this);
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}
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/// If true, late latching mechanism is available for the frame.
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internal bool isLateLatchEnabled { get; set; }
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/// Used by the render pipeline to control the granularity of late latching.
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internal bool canMarkLateLatch { get; set; }
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/// Track the state of the late latching system.
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internal bool hasMarkedLateLatch { get; set; }
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/// If false, foveated rendering should not be applied to intermediate render passes that are not the final pass.
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internal bool canFoveateIntermediatePasses { get; set; }
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}
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}
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