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using UnityEngine ;
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using UnityEngine . Rendering ;
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using UnityEngine . Experimental . Rendering ;
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- using UnityEngine . Experimental . ScriptableRenderLoop ;
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// Very basic scriptable rendering loop example:
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// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)
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// - This loop also does not setup lightmaps, light probes, reflection probes or light cookies
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[ ExecuteInEditMode ]
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- public class BasicRenderLoop : ScriptableRenderLoop
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+ public class BasicRenderLoop : RenderPipeline
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{
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#if UNITY_EDITOR
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using UnityEngine . Rendering ;
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[ ExecuteInEditMode ]
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- public class RenderLoopTestFixture : ScriptableRenderLoop
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+ public class RenderLoopTestFixture : RenderPipeline
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{
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public delegate void TestDelegate ( Camera camera , CullResults cullResults , RenderLoop renderLoop ) ;
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private static TestDelegate s_Callback ;
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var sceneCamera = Camera . main ;
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var camObject = sceneCamera . gameObject ;
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- GraphicsSettings . SetScriptableRenderLoop ( m_Instance ) ;
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+ GraphicsSettings . SetRenderPipeline ( m_Instance ) ;
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s_Callback = renderCallback ;
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Transform t = camObject . transform ;
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@@ -53,6 +53,6 @@ public static void Run(TestDelegate renderCallback)
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SceneView . lastActiveSceneView . LookAtDirect ( t . position + t . forward * camDist , t . rotation , size ) ;
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sceneCamera . Render ( ) ;
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- GraphicsSettings . SetScriptableRenderLoop ( null ) ;
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+ GraphicsSettings . SetRenderPipeline ( null ) ;
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}
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}
Original file line number Diff line number Diff line change @@ -7,7 +7,7 @@ namespace UnityEngine.Experimental.ScriptableRenderLoop
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{
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[ ExecuteInEditMode ]
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// This HDRenderLoop assume linear lighting. Don't work with gamma.
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- public partial class HDRenderLoop : ScriptableRenderLoop
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+ public partial class HDRenderLoop : RenderPipeline
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{
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const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset" ;
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@@ -314,7 +314,7 @@ public override void Initialize()
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Rebuild ( ) ;
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}
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- public override void CleanUp ( )
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+ public override void Cleanup ( )
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{
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m_LitRenderLoop . OnDisable ( ) ;
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m_SinglePassLightLoop . OnDisable ( ) ;
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namespace UnityEngine . Experimental . ScriptableRenderLoop
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{
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[ ExecuteInEditMode ]
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- public class FptlLighting : ScriptableRenderLoop
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+ public class FptlLighting : RenderPipeline
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{
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#if UNITY_EDITOR
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[ UnityEditor . MenuItem ( "Renderloop/CreateRenderLoopFPTL" ) ]
@@ -129,7 +129,7 @@ private void OnDisable()
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//CleanUp();
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}
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- public override void CleanUp ( )
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+ public override void Cleanup ( )
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{
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// RenderLoop.renderLoopDelegate -= ExecuteRenderLoop;
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if ( m_DeferredMaterial ) DestroyImmediate ( m_DeferredMaterial ) ;
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