using System;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
///
/// Raw render depth history. The depth snapshot is taken before post processing.
/// A matching color is RawColorHistory.
/// Format is the camera depth format or R32Float on platforms with limitations.
/// If TemporalAA is enabled the depth is jittered.
/// No mips. No depth pyramid.
/// MSAA is not supported and is resolved for the history.
/// XR is supported.
///
public sealed class RawDepthHistory : DepthHistory
{
///
public override void OnCreate(BufferedRTHandleSystem owner, uint typeId)
{
m_Names[0] = "RawDepthHistory0";
m_Names[1] = "RawDepthHistory1";
base.OnCreate(owner, typeId);
}
}
}