InterceptGameFaeture.cs 1.1 KB

1234567891011121314151617181920212223242526272829303132333435363738394041
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Fort23.Mono.Test;
  4. using UnityEngine;
  5. using UnityEngine.Rendering.Universal;
  6. using UnityEngine.Serialization;
  7. public class InterceptGameFaeture : ScriptableRendererFeature
  8. {
  9. // public InterceptGamePass interceptGamePass;
  10. // private RenderTargetHandle m_CameraColorAttachment;
  11. // 屏幕拷贝Pass
  12. private InterceptGamePass m_CopyTransparentColorPass;
  13. public override void Create()
  14. {
  15. // 初始化构建屏幕拷贝Pass
  16. m_CopyTransparentColorPass = new InterceptGamePass(RenderPassEvent.AfterRenderingTransparents);
  17. // 映射到显存中的RT
  18. // m_CameraColorAttachment.Init("_CameraColorTexture");
  19. }
  20. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
  21. {
  22. // Debug.Log("AddRenderPasses");
  23. if (renderingData.cameraData.cameraType == CameraType.Game)
  24. {
  25. // Debug.Log("AddRenderPasses——Game");
  26. m_CopyTransparentColorPass.Setup(renderer);
  27. renderer.EnqueuePass(m_CopyTransparentColorPass);
  28. }
  29. }
  30. }