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thrownewInvalidOperationException($"From pass '{contextData.passNames[nativePassData.firstGraphPass]}' to pass '{contextData.passNames[nativePassData.lastGraphPass]}' when trying to store resource '{name}' of type {nativePassAttachment.handle.type} at index {nativePassAttachment.handle.index} - "
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thrownewInvalidOperationException($"From pass '{contextData.GetPassName(nativePassData.firstGraphPass)}' to pass '{contextData.GetPassName(nativePassData.lastGraphPass)}' when trying to store resource '{name}' of type {nativePassAttachment.handle.type} at index {nativePassAttachment.handle.index} - "
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs
privatestaticreadonlyGUIContentk_InjectionPointGuiContent=newGUIContent("Injection Point","Specifies where in the frame this pass will be injected.");
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privatestaticreadonlyGUIContentk_RequirementsGuiContent=newGUIContent("Requirements","A mask of URP internal textures that will need to be generated and bound for sampling.\n\nNote that 'Color' here corresponds to '_CameraOpaqueTexture' so most of the time you will want to use the 'Fetch Color Buffer' option instead.");
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privatestaticreadonlyGUIContentk_FetchColorBufferGuiContent=newGUIContent("Fetch Color Buffer","Enable this if the assigned material will need to sample the active color target. The active color will be bound to the '_BlitTexture' shader property for sampling. Note that this will introduce an internal color copy pass.");
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privatestaticreadonlyGUIContentk_BindDepthStencilAttachmentGuiContent=newGUIContent("Bind Depth-Stencil","Enable this to bind the active camera's depth-stencil attachment to the framebuffer (only use this if depth-stencil ops are used by the assigned material as this could have a performance impact).");
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privatestaticreadonlyGUIContentk_PassMaterialGuiContent=newGUIContent("Pass Material","The material used to render the full screen pass.");
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privatestaticreadonlyGUIContentk_PassGuiContent=newGUIContent("Pass","The name of the shader pass to use from the assigned material.");
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privatestaticreadonlystringk_FetchColorBufferIncompatibleWithTileOnlyMode=L10n.Tr("Fetch Color Buffer is incompatible with the enabled 'Tile-Only Mode'. Disable this setting.");
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privatestaticreadonlystringk_RequirementsColorIncompatibleWithTileOnlyMode=L10n.Tr("Color is incompatible with the enabled 'Tile-Only Mode'. Clear Color from Requirements.");
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privatestaticreadonlystringk_RequirementsDepthWithoutNormalIncompatibleWithTileOnlyMode=L10n.Tr("Depth without Normal is incompatible with the enabled 'Tile-Only Mode'. Add Normal to Requirements or clear Depth.");
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privatestaticreadonlystringk_RequirementsMotionWithoutNormalIncompatibleWithTileOnlyMode=L10n.Tr("Motion without Normal is incompatible with the enabled 'Tile-Only Mode'. Add Normal to Requirements or clear Motion.");
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/// <summary>
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/// The renderer data that owns the feature when the inspector is drawn.
// Depth without Normal triggers a depth copy; with Normal, URP does a prepass instead (see comment on k_RequirementsDepthWithoutNormalIncompatibleWithTileOnlyMode).
EditorGUILayout.HelpBox("You request two different color textures: the opaque color texture via \"Requirements: Color\", and the current camera attachment via \"Fetch Color Buffer\". While this is allowed, we recommend disabling one of these two options for optimal performance.",MessageType.Warning,true);
publicstaticreadonlystringk_NoSettingsHelpBox=L10n.Tr("This feature performs post-processing operation in tile memory. There are currently no available settings, they might be added later.");
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publicstaticreadonlystringk_NeedsTileOnlyMode=L10n.Tr("On Tile PostProcessing feature needs 'Tile-Only Mode' set on the Renderer. Otherwise, this render feature will fallback to texture sampling mode (slow off-tile rendering)");
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publicstaticreadonlystringk_NoSettingsHelpBox=L10n.Tr("Only pixel local post-processing effects are supported. For example color adjustments, vignette or film grain. There are currently no available settings.");
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publicstaticreadonlystringk_TileOnlyModeOffWarning=L10n.Tr("Tile-Only Mode is not enabled on this Renderer. This feature will fallback to texture sampling mode. This uses more GPU bandwidth and can reduce performance.");
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}
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privatevoidOnEnable()
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{
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}
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/// <summary>
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/// The renderer data that owns the feature when the inspector is drawn.
Copy file name to clipboardExpand all lines: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs
@@ -23,6 +23,14 @@ internal class ScreenSpaceAmbientOcclusionEditor : Editor
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privateboolm_IsInitialized=false;
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privateHeaderBoolm_ShowQualitySettings;
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privateboolm_ShowAfterOpaqueTileOnlyError;
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privatestaticreadonlystringk_AfterOpaqueIncompatibleWithTileOnlyMode=L10n.Tr("'After Opaque' is incompatible with the enabled 'Tile-Only Mode'. Disable After Opaque.");
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/// <summary>
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/// The renderer data that owns the feature when the inspector is drawn.
/// Implement this interface on a custom Editor for a ScriptableRendererFeature to receive the renderer data that owns the feature when the inspector is drawn.
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/// </summary>
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internalinterfaceIOwningRendererDataConsumer
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{
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/// <summary>The renderer data that contains this feature. Set by the drawer before OnInspectorGUI, cleared after.</summary>
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