forked from BilalY/Rasagar
27 lines
1.0 KiB
Plaintext
27 lines
1.0 KiB
Plaintext
using UnityEngine;
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using UnityEngine.Rendering.HighDefinition;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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class #SCRIPTNAME# : CustomPass
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{
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in an performance manner.
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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// Setup code here
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}
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protected override void Execute(CustomPassContext ctx)
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{
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// Executed every frame for all the camera inside the pass volume.
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// The context contains the command buffer to use to enqueue graphics commands.
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}
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protected override void Cleanup()
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{
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// Cleanup code
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}
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} |