using System.Collections; using System.Collections.Generic; using Fort23.Mono.Test; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.Serialization; public class InterceptGameFaeture : ScriptableRendererFeature { // public InterceptGamePass interceptGamePass; // private RenderTargetHandle m_CameraColorAttachment; // 屏幕拷贝Pass private InterceptGamePass m_CopyTransparentColorPass; public override void Create() { // 初始化构建屏幕拷贝Pass m_CopyTransparentColorPass = new InterceptGamePass(RenderPassEvent.AfterRenderingTransparents); // 映射到显存中的RT // m_CameraColorAttachment.Init("_CameraColorTexture"); } public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { m_CopyTransparentColorPass.Setup(renderer.cameraColorTargetHandle); } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { // Debug.Log("AddRenderPasses"); if (renderingData.cameraData.cameraType == CameraType.Game && renderingData.cameraData.camera.CompareTag("GuiCamera")) { renderer.EnqueuePass(m_CopyTransparentColorPass); } } }