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) { RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor; blitTargetDescriptor.depthBufferBits = 0; var renderer = renderingData.cameraData.renderer; } 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); } }