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- using UnityEngine.Experimental.Rendering;
-
- namespace UnityEngine.Rendering.Universal
- {
- internal class XRPassUniversal : XRPass
- {
- public static XRPass Create(XRPassCreateInfo createInfo)
- {
- XRPassUniversal pass = GenericPool<XRPassUniversal>.Get();
- pass.InitBase(createInfo);
-
- // Initialize fields specific to Universal
- pass.isLateLatchEnabled = false;
- pass.canMarkLateLatch = false;
- pass.hasMarkedLateLatch = false;
- pass.canFoveateIntermediatePasses = true;
-
- return pass;
- }
-
- override public void Release()
- {
- GenericPool<XRPassUniversal>.Release(this);
- }
-
- /// If true, late latching mechanism is available for the frame.
- internal bool isLateLatchEnabled { get; set; }
-
- /// Used by the render pipeline to control the granularity of late latching.
- internal bool canMarkLateLatch { get; set; }
-
- /// Track the state of the late latching system.
- internal bool hasMarkedLateLatch { get; set; }
-
- /// If false, foveated rendering should not be applied to intermediate render passes that are not the final pass.
- internal bool canFoveateIntermediatePasses { get; set; }
- }
- }
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