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    Enum CustomPassInjectionPoint

    List all the injection points available for HDRP

    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [GenerateHLSL(PackingRules.Exact, true, false, false, 1, false, false, false, -1, "C:\\temp\\com.unity.render-pipelines.high-definition@17.0\\Packages\\com.unity.render-pipelines.high-definition\\Runtime\\RenderPipeline\\RenderPass\\CustomPass\\CustomPassInjectionPoint.cs")]
    public enum CustomPassInjectionPoint

    Fields

    Name Description
    AfterOpaqueAndSky

    At this injection point, The color buffer contains all the opaque objects in your view as well as the sky. The Fog is not rendered yet, so if you change the color buffer in this injection point, fog will be applied on top of your effect.

    AfterOpaqueDepthAndNormal

    At this point, you can modify the normal, roughness, and depth buffer. If you write to these buffers at this injection point, HDRP takes it into account in the lighting and the depth pyramid.

    AfterPostProcess

    This injection point is before HDRP renders post-processing and custom post-processing effects.

    BeforePostProcess

    This injection point is after HDRP handles post-processesing. At this point, depth is jittered which means you cannot draw depth tested GameObjects without having artifacts.

    BeforePreRefraction

    At this injection point, you can render any transparent GameObject that you want to see in refraction. If you write to buffers at this injection point, they contents end up in the color pyramid that HDRP uses for refraction when it draws transparent GameObjects.

    BeforeRendering

    Just after HDRP clears the depth buffer. You can write to the depth buffer to make HDRP not render depth-tested opaque GameObjects.

    BeforeTransparent

    At this injection point, you can sample the color pyramid that HDRP generates for rough transparent refraction.

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