[ad_1]
In Unity’s Common Render Pipeline, there’s a PostProcessPass
class in PostProcessing.cs
. What I want to know, how I can check with the buffer, the place the postprocess results are loaded into (last shade buffer of the postprocessing results). My first guess was the cameraTargetHandle
which has acquired a renderTarget member, however that is all the time null. I’m utilizing the default implementation of BoatAttack sport (hyperlink). Any assistance is appreciated!
void Render(CommandBuffer cmd, ref RenderingData renderingData)
{
.
.
.
.
.
else if (!m_UseSwapBuffer)
{
var firstSource = GetSource();
Blitter.BlitCameraTexture(cmd, firstSource, GetDestination(), colorLoadAction, RenderBufferStoreAction.Retailer, m_Materials.uber, 0);
Blitter.BlitCameraTexture(cmd, GetDestination(), m_Destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Retailer, m_BlitMaterial, m_Destination.rt?.filterMode == FilterMode.Bilinear ? 1 : 0);
}
else if (m_ResolveToScreen)
{
if (resolveToDebugScreen)
{
debugHandler.BlitTextureToDebugScreenTexture(cmd, GetSource(), m_Materials.uber, 0);
renderer.ConfigureCameraTarget(debugHandler.DebugScreenColorHandle, debugHandler.DebugScreenDepthHandle);
}
else
{
// Get RTHandle alias to make use of RTHandle apis
RenderTargetIdentifier cameraTarget = cameraData.targetTexture != null ? new RenderTargetIdentifier(cameraData.targetTexture) : cameraTargetID;
RTHandleStaticHelpers.SetRTHandleStaticWrapper(cameraTarget);
var cameraTargetHandle = RTHandleStaticHelpers.s_RTHandleWrapper;
RenderingUtils.FinalBlit(cmd, ref cameraData, GetSource(), cameraTargetHandle, colorLoadAction, RenderBufferStoreAction.Retailer, m_Materials.uber, 0);
renderer.ConfigureCameraColorTarget(cameraTargetHandle);
}
}
}
}
[ad_2]