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); } } }