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Copy pathRenderPass.cs
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58 lines (48 loc) · 2.03 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.Rendering
{
public class RenderPass : System.IDisposable
{
public class SubPass : System.IDisposable
{
public SubPass(RenderPass renderPass, RenderPassAttachment[] colors, RenderPassAttachment[] inputs, bool readOnlyDepth = false)
{
ScriptableRenderContext.BeginSubPassInternal(renderPass.context.Internal_GetPtr(),
colors != null ? colors : new RenderPassAttachment[] {},
inputs != null ? inputs : new RenderPassAttachment[] {},
readOnlyDepth);
}
public void Dispose()
{
// Nothing to do here
}
}
public RenderPassAttachment[] colorAttachments { get; private set; }
public RenderPassAttachment depthAttachment { get; private set; }
// Render image width in pixels
public int width { get; private set; }
// Render image height in pixels
public int height { get; private set; }
// Number of MSAA samples, or 1 if no AA
public int sampleCount { get; private set; }
public UnityEngine.Experimental.Rendering.ScriptableRenderContext context { get; private set; }
public void Dispose()
{
ScriptableRenderContext.EndRenderPassInternal(context.Internal_GetPtr());
}
public RenderPass(ScriptableRenderContext ctx, int w, int h, int samples, RenderPassAttachment[] colors, RenderPassAttachment depth = null)
{
width = w;
height = h;
sampleCount = samples;
colorAttachments = colors;
depthAttachment = depth;
context = ctx;
ScriptableRenderContext.BeginRenderPassInternal(ctx.Internal_GetPtr(), w, h, samples, colors, depth);
}
}
}