using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
class #SCRIPTNAME# : CustomPass
{
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
// Setup code here
}
protected override void Execute(CustomPassContext ctx)
{
// Executed every frame for all the camera inside the pass volume.
// The context contains the command buffer to use to enqueue graphics commands.
}
protected override void Cleanup()
{
// Cleanup code
}
}