// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
#if GT_USE_URP
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace Microsoft.MixedReality.GraphicsTools
{
public class ClearRenderTarget : ScriptableRendererFeature
{
[System.Serializable]
public class PassSettings
{
public RenderPassEvent RenderPassEvent = RenderPassEvent.AfterRenderingTransparents;
public bool ClearDepth = true;
public bool ClearColor = true;
public Color BackgroundColor = Color.black;
}
[SerializeField]
private PassSettings settings = new PassSettings();
private ClearRenderTargetPass pass;
///
public override void Create()
{
pass = new ClearRenderTargetPass(settings);
}
///
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(pass);
}
}
}
#endif // GT_USE_URP