/**********************************************************************************
* Blueprint Reality Inc. CONFIDENTIAL
* 2019 Blueprint Reality Inc.
* All Rights Reserved.
*
* NOTICE:  All information contained herein is, and remains, the property of
* Blueprint Reality Inc. and its suppliers, if any.  The intellectual and
* technical concepts contained herein are proprietary to Blueprint Reality Inc.
* and its suppliers and may be covered by Patents, pending patents, and are
* protected by trade secret or copyright law.
*
* Dissemination of this information or reproduction of this material is strictly
* forbidden unless prior written permission is obtained from Blueprint Reality Inc.
***********************************************************************************/

#if UNITY_STANDALONE_WIN && MIXCAST_LWRP
using UnityEngine;
using UnityEngine.Experimental.Rendering.LightweightPipeline;

namespace BlueprintReality.MixCast
{
    public class InsertCmdBufferBehaviour_AfterTransparent : InsertCmdBufferBehaviour, IAfterTransparentPass
    {
        public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle)
        {
            return GetPass(colorHandle, depthHandle);
        }
    }
}
#endif
