#if ENABLE_VR && ENABLE_XR_MODULE namespace UnityEngine.Rendering.Universal { /// /// Draw the XR occlusion mesh into the current depth buffer when XR is enabled. /// public class XROcclusionMeshPass : ScriptableRenderPass { public XROcclusionMeshPass(RenderPassEvent evt) { base.profilingSampler = new ProfilingSampler(nameof(XROcclusionMeshPass)); renderPassEvent = evt; } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (!renderingData.cameraData.xr.enabled) return; CommandBuffer cmd = CommandBufferPool.Get(); renderingData.cameraData.xr.RenderOcclusionMesh(cmd); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } } #endif