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							- 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("satrt AddRenderPasses  GuiCamera");
 
-         // Debug.Log("AddRenderPasses");
 
-         if (renderingData.cameraData.cameraType == CameraType.Game &&
 
-             renderingData.cameraData.camera.CompareTag("GuiCamera"))
 
-         {
 
-             // Debug.Log("AddRenderPasses  GuiCamera");
 
-             renderer.EnqueuePass(m_CopyTransparentColorPass);
 
-         }
 
-     }
 
- }
 
 
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