feat(rendering): add shader-vector fullscreen SRP seam

Generalize the native fullscreen pass and descriptor plumbing so managed SRP can request shader-driven fullscreen stages without being locked to the ColorScale path.

Keep ColorScale as a convenience descriptor mapped to the builtin color-scale shader, and add native fullscreen factory coverage for the new shader-vector path.
This commit is contained in:
2026-04-18 16:08:01 +08:00
parent 2b6d62a127
commit 5fd474d08d
14 changed files with 286 additions and 70 deletions

View File

@@ -54,11 +54,15 @@ namespace XCEngine
nameof(pass));
}
string shaderPath = pass.shaderPath ?? string.Empty;
string passName = pass.passName ?? string.Empty;
Vector4 vectorPayload = pass.vectorPayload;
return InternalCalls
.Rendering_ScriptableRenderContext_RecordFullscreenPass(
m_nativeHandle,
(int)pass.type,
shaderPath,
passName,
ref vectorPayload);
}
}