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- using UnityEngine;
- using UnityEngine.Rendering.Universal;
-
- // This Renderer Feature sets up the BlitToRTHandlePass pass.
- public class BlitToRTHandleRendererFeature : ScriptableRendererFeature
- {
- private BlitToRTHandlePass m_CopyColorPass;
- private RenderPassEvent m_CopyColorEvent = RenderPassEvent.AfterRenderingTransparents;
- public Material blitMaterial;
-
- public override void Create()
- {
- m_CopyColorPass = new BlitToRTHandlePass(m_CopyColorEvent, blitMaterial);
- }
-
- public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
- {
- if (renderingData.cameraData.cameraType != CameraType.Game)
- return;
-
- renderer.EnqueuePass(m_CopyColorPass);
- }
-
- protected override void Dispose(bool disposing)
- {
- m_CopyColorPass?.Dispose();
- m_CopyColorPass = null;
- }
- }
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