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@CustomPhase
CustomPhase / URPRenderPassGetGBuffers.cs
Last active October 2, 2023 19:52
How to get GBuffers in a custom render pass when using deferred path
class YourRenderPass : ScriptableRenderPass
{
private FieldInfo _deferredLightsGetter = typeof(UniversalRenderer).GetField("m_DeferredLights", BindingFlags.NonPublic | BindingFlags.Instance);
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var renderer = renderingData.cameraData.renderer as UniversalRenderer;
object deferredLights = _deferredLightsGetter.GetValue(renderer);
FieldInfo gBufferRTsGetter = deferredLights.GetType().GetField("GbufferRTHandles", BindingFlags.NonPublic | BindingFlags.Instance);
var gBuffers = gBufferRTsGetter.GetValue(deferredLights) as RTHandle[];
@CustomPhase
CustomPhase / CustomUnityAction.cs
Created July 28, 2019 16:31
Custom reorderable UnityActions
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class CustomUnityAction {
[SerializeField]
public List<SerializableAction> actions;
@CustomPhase
CustomPhase / MidiReader.cs
Last active May 20, 2022 12:58
MidiReader.cs
using UnityEngine;
using System.Collections;
using NAudio.Midi;
using System.IO;
using System.Linq;
public class MidiReader : MonoBehaviour {
public MidiFile midi;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RhubarbData
{
public float time;
public string phoneme;
public float delay;
}