using UnityEngine.Rendering;
namespace UnityEngine.Rendering.HighDefinition
{
///
/// Volume component class to inherit when you implement a custom post process
///
public abstract class CustomPostProcessVolumeComponent : VolumeComponent
{
bool m_IsInitialized = false;
///
/// Injection point of the custom post process in HDRP.
///
public virtual CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
///
/// True if you want your custom post process to be visible in the scene view.false False otherwise.
///
public virtual bool visibleInSceneView => true;
///
/// Setup function, called once before render is called.
///
public virtual void Setup() {}
///
/// Called every frame for each camera when the post process needs to be rendered.
///
/// Command Buffer used to issue your commands
/// Current Camera
/// Source Render Target, it contains the camera color buffer in it's current state
/// Destination Render Target
public abstract void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination);
///
/// Cleanup function, called when the render pipeline is disposed.
///
public virtual void Cleanup() {}
///
/// Unity calls this method when the object goes out of scope.
///
protected override void OnDisable()
{
base.OnDisable();
CleanupInternal();
}
internal void CleanupInternal()
{
if (m_IsInitialized)
Cleanup();
m_IsInitialized = false;
}
internal void SetupIfNeeded()
{
if (!m_IsInitialized)
{
Setup();
m_IsInitialized = true;
}
}
}
}