refactor(rendering): queue managed fullscreen pass descriptors
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@@ -138,10 +138,12 @@ namespace Gameplay
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{
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return context != null &&
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context.stage == CameraFrameStage.PostProcess &&
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context.RecordColorScaleFullscreenPass(
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new Vector4(1.10f, 0.95f, 0.90f, 1.0f)) &&
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context.RecordColorScaleFullscreenPass(
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new Vector4(0.95f, 1.05f, 1.10f, 1.0f));
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context.RecordFullscreenPass(
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FullscreenPassDescriptor.CreateColorScale(
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new Vector4(1.10f, 0.95f, 0.90f, 1.0f))) &&
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context.RecordFullscreenPass(
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FullscreenPassDescriptor.CreateColorScale(
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new Vector4(0.95f, 1.05f, 1.10f, 1.0f)));
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}
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}
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@@ -195,8 +197,9 @@ namespace Gameplay
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if (context.stage == CameraFrameStage.PostProcess)
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{
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RecordPostProcessCallCount++;
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return context.RecordColorScaleFullscreenPass(
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new Vector4(1.03f, 0.98f, 0.94f, 1.0f));
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return context.RecordFullscreenPass(
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FullscreenPassDescriptor.CreateColorScale(
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new Vector4(1.03f, 0.98f, 0.94f, 1.0f)));
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}
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return false;
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@@ -219,8 +222,9 @@ namespace Gameplay
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return context != null &&
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(context.stage == CameraFrameStage.PostProcess ||
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context.stage == CameraFrameStage.FinalOutput) &&
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context.RecordColorScaleFullscreenPass(
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new Vector4(1.05f, 1.0f, 0.95f, 1.0f));
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context.RecordFullscreenPass(
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FullscreenPassDescriptor.CreateColorScale(
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new Vector4(1.05f, 1.0f, 0.95f, 1.0f)));
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}
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}
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