Add URP render pass API parity shims

This commit is contained in:
2026-04-25 15:34:19 +08:00
parent ba4a778886
commit c0c0bbdfa3
9 changed files with 419 additions and 42 deletions

View File

@@ -310,6 +310,55 @@ namespace Gameplay
}
}
internal sealed class RenderPassLifecycleApiProbePass
: ScriptableRenderPass
{
public RenderPassLifecycleApiProbePass()
{
renderPassEvent =
RenderPassEvent.AfterRenderingGbuffer;
ConfigureInput(
ScriptableRenderPassInput.Depth |
ScriptableRenderPassInput.Color);
profilingSampler =
new ProfilingSampler(
"RenderPassLifecycleApiProbePass");
}
public override void OnCameraSetup(
CommandBuffer cmd,
ref RenderingData renderingData)
{
}
public override void OnCameraCleanup(
CommandBuffer cmd)
{
}
public override void OnFinishCameraStackRendering(
CommandBuffer cmd)
{
}
public override void Execute(
ScriptableRenderContext context,
ref RenderingData renderingData)
{
}
protected override bool RecordRenderGraph(
ScriptableRenderContext context,
RenderingData renderingData)
{
return input ==
(ScriptableRenderPassInput.Depth |
ScriptableRenderPassInput.Color) &&
requiresIntermediateTexture &&
profilingSampler != null;
}
}
internal sealed class DefaultSceneFeature : ScriptableRendererFeature
{
private readonly SceneInjectionPass m_beforeOpaquePass;