UnityEngine.Rendering.LWRP.ScriptableRenderer.SetRenderTarget(UnityEngine.Rendering.CommandBuffer, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Rendering.RenderBufferLoadAction, UnityEngine.Rendering.RenderBufferStoreAction, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Rendering.RenderBufferLoadAction, UnityEngine.Rendering.RenderBufferStoreAction, ClearFlag, UnityEngine.Color, UnityEngine.Rendering.TextureDimension)

Here are the examples of the csharp api UnityEngine.Rendering.LWRP.ScriptableRenderer.SetRenderTarget(UnityEngine.Rendering.CommandBuffer, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Rendering.RenderBufferLoadAction, UnityEngine.Rendering.RenderBufferStoreAction, UnityEngine.Rendering.RenderTargetIdentifier, UnityEngine.Rendering.RenderBufferLoadAction, UnityEngine.Rendering.RenderBufferStoreAction, ClearFlag, UnityEngine.Color, UnityEngine.Rendering.TextureDimension) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

2 Examples 7

19 View Source File : ScriptableRenderer.cs
License : GNU Lesser General Public License v3.0
Project Creator : pepeizq

internal static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, ClearFlag clearFlag, Color clearColor)
        {
            m_ActiveColorAttachment = colorAttachment;
            m_ActiveDepthAttachment = depthAttachment;

            RenderBufferLoadAction colorLoadAction = clearFlag != ClearFlag.None ?
                RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;

            RenderBufferLoadAction depthLoadAction = CoreUtils.HasFlag(clearFlag, ClearFlag.Depth) ?
                RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load;

            TextureDimension dimension = (m_InsideStereoRenderBlock) ? XRGraphics.eyeTextureDesc.dimension : TextureDimension.Tex2D;
            SetRenderTarget(cmd, colorAttachment, colorLoadAction, RenderBufferStoreAction.Store,
                depthAttachment, depthLoadAction, RenderBufferStoreAction.Store, clearFlag, clearColor, dimension);
        }

19 View Source File : ScriptableRenderer.cs
License : GNU Lesser General Public License v3.0
Project Creator : pepeizq

void ExecuteRenderPreplaced(ScriptableRenderContext context, ScriptableRenderPreplaced renderPreplaced, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(k_SetRenderTarget);
            renderPreplaced.Configure(cmd, renderingData.cameraData.cameraTargetDescriptor);

            RenderTargetIdentifier preplacedColorAttachment = renderPreplaced.colorAttachment;
            RenderTargetIdentifier preplacedDepthAttachment = renderPreplaced.depthAttachment;
            ref CameraData cameraData = ref renderingData.cameraData;

            // When render preplaced doesn't call ConfigureTarget we replacedume it's expected to render to camera target
            // which might be backbuffer or the framebuffer render textures. 
            if (!renderPreplaced.overrideCameraTarget)
            {
                preplacedColorAttachment = m_CameraColorTarget;
                preplacedDepthAttachment = m_CameraDepthTarget;
            }

            if (preplacedColorAttachment == m_CameraColorTarget && !m_FirstCameraRenderPreplacedExecuted)
            {
                m_FirstCameraRenderPreplacedExecuted = true;

                Camera camera = cameraData.camera;
                ClearFlag clearFlag = GetCameraClearFlag(camera.clearFlags);
                SetRenderTarget(cmd, m_CameraColorTarget, m_CameraDepthTarget, clearFlag,
                    CoreUtils.ConvertSRGBToActiveColorSpace(camera.backgroundColor));

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                if (cameraData.isStereoEnabled)
                {
                    context.StartMultiEye(cameraData.camera);
                    XRUtils.DrawOcclusionMesh(cmd, cameraData.camera);
                }
            }

            // Only setup render target if current render preplaced attachments are different from the active ones
            else if (preplacedColorAttachment != m_ActiveColorAttachment || preplacedDepthAttachment != m_ActiveDepthAttachment)
                SetRenderTarget(cmd, preplacedColorAttachment, preplacedDepthAttachment, renderPreplaced.clearFlag, renderPreplaced.clearColor);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            renderPreplaced.Execute(context, ref renderingData);
        }