关于自定义Pass 我们可以在Create-Rendering-renderPiplineAsset创建我们的管理文件,RenderFeature中添加内置feature pass管理启用我们自定义pass关键字
或者我们完全自定义我们的feature Pass
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class ArtsEffectFeature : ScriptableRendererFeature
{
//属性暴露在RenderFeature界面
public static bool GlobalActive = false;
[Serializable]
public class Setting
{
public Material material;
public Texture texture;
public float _RotateSpeed;
...
[Range(0, 10f)] public float _CenterPower;
}
public bool enable = false