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; } }