using UnityEngine.Rendering.Universal; using UnityEngine; namespace UHFPS.Rendering { public class DualKawaseBlurFeature : ScriptableRendererFeature { public RenderPassEvent RenderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; public Material BlurMaterial; private DualKawaseBlurPass pass; public override void Create() { pass = new DualKawaseBlurPass(RenderPassEvent, BlurMaterial); } public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (pass != null) renderer.EnqueuePass(pass); } } }