using UnityEngine.Rendering.Universal; using System; namespace UHFPS.Rendering { [Serializable] public abstract class EffectFeature { public ScriptableRenderPass RenderPass; public bool Enabled = true; public abstract string Name { get; } public abstract void OnCreate(); public virtual ScriptableRenderPass OnGetRenderPass() { if (RenderPass == null) return null; RenderPass.ConfigureInput(ScriptableRenderPassInput.Color); return RenderPass; } } }