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XRPassUniversal.cs 1.3KB

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  1. using UnityEngine.Experimental.Rendering;
  2. namespace UnityEngine.Rendering.Universal
  3. {
  4. internal class XRPassUniversal : XRPass
  5. {
  6. public static XRPass Create(XRPassCreateInfo createInfo)
  7. {
  8. XRPassUniversal pass = GenericPool<XRPassUniversal>.Get();
  9. pass.InitBase(createInfo);
  10. // Initialize fields specific to Universal
  11. pass.isLateLatchEnabled = false;
  12. pass.canMarkLateLatch = false;
  13. pass.hasMarkedLateLatch = false;
  14. pass.canFoveateIntermediatePasses = true;
  15. return pass;
  16. }
  17. override public void Release()
  18. {
  19. GenericPool<XRPassUniversal>.Release(this);
  20. }
  21. /// If true, late latching mechanism is available for the frame.
  22. internal bool isLateLatchEnabled { get; set; }
  23. /// Used by the render pipeline to control the granularity of late latching.
  24. internal bool canMarkLateLatch { get; set; }
  25. /// Track the state of the late latching system.
  26. internal bool hasMarkedLateLatch { get; set; }
  27. /// If false, foveated rendering should not be applied to intermediate render passes that are not the final pass.
  28. internal bool canFoveateIntermediatePasses { get; set; }
  29. }
  30. }