passName | 着色器通道名称(不区分大小写)。 |
enabled | 标志,用于指示是否应启用此着色器通道。 |
在每个材质级别上启用或禁用着色器通道。
By default, all Shader passes are enabled. This function allows a Material to treat a specific Shader pass (as indicated by LightMode pass tag)
as if it does not exist in the Shader. For example, if the Shader has a "refraction" pass but you only want to enable it on Materials that have
a refraction Texture assigned, pass "refraction" as passName
and false for enabled
for Materials without a refraction Texture assigned.
Note that the Shader pass enable/disable flag only affects custom rendering pipelines that use the RenderLoop class (via RenderLoop.DrawRenderers or RenderLoop.DrawShadows).
另请参阅:GetShaderPassEnabled、RenderLoop、Shader pass tags。