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 } }