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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)
        {
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                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);
                    }
                }
            }
        }

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