using XCEngine; using XCEngine.Rendering; namespace XCEngine.Rendering.Universal { internal static class UniversalMainSceneFeatureUtility { public static bool IsActive( RendererPassQueueData passQueueData) { return passQueueData != null; } public static bool SupportsPass( RendererPassQueueData passQueueData, ScriptableRenderPass renderPass) { return IsActive(passQueueData) && renderPass != null && renderPass.SupportsStage( CameraFrameStage.MainScene); } public static bool EnqueuePass( ScriptableRenderer renderer, RendererPassQueueData passQueueData, ScriptableRenderPass renderPass) { if (renderer == null || !SupportsPass( passQueueData, renderPass)) { return false; } renderer.EnqueuePass(renderPass); return true; } } }