revival/game/Assets/Scripts/Rendering/GlitchPass.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class GlitchPass : ScriptableRenderPass
{
public GlitchFeature.Settings Settings { get; set; }
private RenderTargetIdentifier _src;
private RenderTargetIdentifier _dest;
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
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RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
blitTargetDescriptor.depthBufferBits = 0;
var renderer = renderingData.cameraData.renderer;
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}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
base.Configure(cmd, cameraTextureDescriptor);
// _src = new RenderTargetIdentifier(Settings.glitchTex);
// _dest = new RenderTargetIdentifier(Settings.blendTex);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cmd = CommandBufferPool.Get();
// set properties on material
// var blend = Settings.blendMaterial;
// blend.SetFloat("_Sample", Settings.sample);
// blend.SetFloat("_DeltaTime", Time.deltaTime);
//
// blend.SetTexture("_GlitchTex", Settings.glitchTex);
// blend.SetTexture("_BlendTex", Settings.blendTex);
// cmd.Blit(_src,_dest,blend);
context.ExecuteCommandBuffer(cmd);
}
}