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    Class CustomPassUtils

    A set of custom pass utility function to help you build your effects

    Inheritance
    object
    CustomPassUtils
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    public static class CustomPassUtils

    Fields

    fullScreenScaleBias

    Fullscreen scale and bias values, it is the default for functions that have scale and bias overloads.

    Declaration
    public static Vector4 fullScreenScaleBias
    Field Value
    Type Description
    Vector4

    x: scaleX, y: scaleY, z: biasX, w: biasY

    Methods

    Copy(in CustomPassContext, RTHandle, RTHandle, int, int)

    Copy an RTHandle content to another

    Declaration
    public static void Copy(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the copy

    RTHandle destination

    Destination buffer of the copy

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    Copy(in CustomPassContext, RTHandle, RTHandle, Vector4, Vector4, int, int)

    Copy a region of an RTHandle to another

    Declaration
    public static void Copy(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the copy

    RTHandle destination

    Destination buffer of the copy

    Vector4 sourceScaleBias

    Scale and bias to apply when sampling the source buffer

    Vector4 destScaleBias

    Scale and bias to apply when writing into the destination buffer.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    DownSample(in CustomPassContext, RTHandle, RTHandle, int, int)

    Convert the source buffer to an half resolution buffer and output it to the destination buffer.

    Declaration
    public static void DownSample(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the downsample

    RTHandle destination

    Destination buffer of the downsample

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    DownSample(in CustomPassContext, RTHandle, RTHandle, Vector4, Vector4, int, int)

    Convert the source buffer to an half resolution buffer and output it to the destination buffer.

    Declaration
    public static void DownSample(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the downsample

    RTHandle destination

    Destination buffer of the downsample

    Vector4 sourceScaleBias

    Scale and bias to apply when sampling the source buffer

    Vector4 destScaleBias

    Scale and bias to apply when writing into the destination buffer. It's scale is relative to the destination buffer, so if you want an half res downsampling into a fullres buffer you need to specify a scale of 0.5;0,5. If your buffer is already half res Then 1;1 scale works.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    DrawRenderers(in CustomPassContext, LayerMask, RenderQueueType, Material, int, RenderStateBlock, SortingCriteria, uint)

    Simpler version of ScriptableRenderContext.DrawRenderers to draw HDRP materials.

    Declaration
    public static void DrawRenderers(in CustomPassContext ctx, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default, SortingCriteria sorting = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder, uint renderingLayerMask = 4294967295)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    SortingCriteria sorting

    How the objects are sorted before being rendered.

    uint renderingLayerMask

    The rendering layer mask used to filter which object to render. See https://docs.unity3d.com/ScriptReference/Renderer-renderingLayerMask.html for more information.

    DrawRenderers(in CustomPassContext, ShaderTagId[], LayerMask, RenderQueueType, Material, int, RenderStateBlock, SortingCriteria, uint)

    Simpler version of ScriptableRenderContext.DrawRenderers to draw HDRP materials.

    Declaration
    public static void DrawRenderers(in CustomPassContext ctx, ShaderTagId[] shaderTags, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default, SortingCriteria sorting = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder, uint renderingLayerMask = 4294967295)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    ShaderTagId[] shaderTags

    List of shader tags to use when rendering the objects. This acts as a filter to select which objects to render and as selector to know which pass to render.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    SortingCriteria sorting

    How the objects are sorted before being rendered.

    uint renderingLayerMask

    The rendering layer mask used to filter which object to render. See https://docs.unity3d.com/ScriptReference/Renderer-renderingLayerMask.html for more information.

    GaussianBlur(in CustomPassContext, RTHandle, RTHandle, RTHandle, int, float, int, int, bool)

    Gaussian Blur pass.

    Declaration
    public static void GaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, RTHandle tempTarget, int sampleCount = 9, float radius = 5, int sourceMip = 0, int destMip = 0, bool downSample = true)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the gaussian blur.

    RTHandle destination

    Destination buffer of the gaussian blur.

    RTHandle tempTarget

    Temporary render target to provide used internally to swap the result between blur passes. Can be half res if downsample is true.

    int sampleCount

    Number of samples to use for the gaussian blur. A high number will impact performances.

    float radius

    Radius in pixel of the gaussian blur.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    bool downSample

    If true, will execute a downsample pass before the blur. It increases the performances of the blur.

    GaussianBlur(in CustomPassContext, RTHandle, RTHandle, RTHandle, Vector4, Vector4, int, float, int, int, bool)

    Gaussian Blur pass.

    Declaration
    public static void GaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, RTHandle tempTarget, Vector4 sourceScaleBias, Vector4 destScaleBias, int sampleCount = 9, float radius = 5, int sourceMip = 0, int destMip = 0, bool downSample = true)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the gaussian blur.

    RTHandle destination

    Destination buffer of the gaussian blur.

    RTHandle tempTarget

    Temporary render target to provide used internally to swap the result between blur passes. Can be half res if downsample is true.

    Vector4 sourceScaleBias

    Scale and bias to apply when sampling the source buffer.

    Vector4 destScaleBias

    Scale and bias to apply when writing into the destination buffer.

    int sampleCount

    Number of samples to use for the gaussian blur. A high number will impact performances.

    float radius

    Radius in pixel of the gaussian blur.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    bool downSample

    If true, will execute a downsample pass before the blur. It increases the performances of the blur.

    GetRenderQueueRangeFromRenderQueueType(RenderQueueType)

    Convert a Custom Pass render queue type to a RenderQueueRange that can be used in DrawRenderers

    Declaration
    public static RenderQueueRange GetRenderQueueRangeFromRenderQueueType(CustomPass.RenderQueueType type)
    Parameters
    Type Name Description
    CustomPass.RenderQueueType type

    The type of render queue

    Returns
    Type Description
    RenderQueueRange

    The converted render queue range

    HorizontalGaussianBlur(in CustomPassContext, RTHandle, RTHandle, int, float, int, int)

    Horizontal gaussian blur pass.

    Declaration
    public static void HorizontalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the gaussian blur.

    RTHandle destination

    Destination buffer of the gaussian blur.

    int sampleCount

    Number of samples to use for the gaussian blur. A high number will impact performances.

    float radius

    Radius in pixel of the gaussian blur.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    HorizontalGaussianBlur(in CustomPassContext, RTHandle, RTHandle, Vector4, Vector4, int, float, int, int)

    Horizontal gaussian blur pass.

    Declaration
    public static void HorizontalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the gaussian blur.

    RTHandle destination

    Destination buffer of the gaussian blur.

    Vector4 sourceScaleBias

    Scale and bias to apply when sampling the source buffer.

    Vector4 destScaleBias

    Scale and bias to apply when writing into the destination buffer.

    int sampleCount

    Number of samples to use for the gaussian blur. A high number will impact performances.

    float radius

    Radius in pixel of the gaussian blur.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    RenderDepthFromCamera(in CustomPassContext, Camera, LayerMask, RenderQueueType, RenderStateBlock)

    Render eye space depth of objects from the view point of a camera into the color buffer.

    Declaration
    public static void RenderDepthFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderDepthFromCamera(in CustomPassContext, Camera, RenderTexture, ClearFlag, LayerMask, RenderQueueType, RenderStateBlock)

    Render eye space depth of objects from the view point of a camera into the color and depth buffers.

    Declaration
    public static void RenderDepthFromCamera(in CustomPassContext ctx, Camera view, RenderTexture targetRenderTexture, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RenderTexture targetRenderTexture

    The render target that will be bound before rendering the objects.

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderDepthFromCamera(in CustomPassContext, Camera, RTHandle, RTHandle, ClearFlag, LayerMask, RenderQueueType, RenderStateBlock)

    Render eye space depth of objects from the view point of a camera into the color and depth buffers.

    Declaration
    public static void RenderDepthFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RTHandle targetColor

    The render target that will be bound to the color buffer before rendering

    RTHandle targetDepth

    The render target that will be bound to the depth buffer before rendering

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderFromCamera(in CustomPassContext, Camera, LayerMask, RenderQueueType, Material, int, RenderStateBlock)

    Render a list of objects from another camera point of view.

    Declaration
    public static void RenderFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderFromCamera(in CustomPassContext, Camera, RenderTexture, ClearFlag, LayerMask, RenderQueueType, Material, int, RenderStateBlock)

    Render a list of objects from another camera point of view.

    Declaration
    public static void RenderFromCamera(in CustomPassContext ctx, Camera view, RenderTexture targetRenderTexture, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RenderTexture targetRenderTexture

    The render target that will be bound before rendering the objects.

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderFromCamera(in CustomPassContext, Camera, RTHandle, RTHandle, ClearFlag, LayerMask, RenderQueueType, Material, int, RenderStateBlock)

    Render a list of objects from another camera point of view.

    Declaration
    public static void RenderFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RTHandle targetColor

    The render target that will be bound to the color buffer before rendering

    RTHandle targetDepth

    The render target that will be bound to the depth buffer before rendering

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderFromCamera(in CustomPassContext, ShaderTagId[], Camera, LayerMask, RenderQueueType, Material, int, RenderStateBlock)

    Render a list of objects from another camera point of view.

    Declaration
    public static void RenderFromCamera(in CustomPassContext ctx, ShaderTagId[] shaderTags, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    ShaderTagId[] shaderTags

    List of shader tags to use when rendering the objects. This acts as a filter to select which objects to render and as selector to know which pass to render.

    Camera view

    The camera from where you want the objects to be rendered.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderFromCamera(in CustomPassContext, ShaderTagId[], Camera, RenderTexture, ClearFlag, LayerMask, RenderQueueType, Material, int, RenderStateBlock)

    Render a list of objects from another camera point of view.

    Declaration
    public static void RenderFromCamera(in CustomPassContext ctx, ShaderTagId[] shaderTags, Camera view, RenderTexture targetRenderTexture, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    ShaderTagId[] shaderTags

    List of shader tags to use when rendering the objects. This acts as a filter to select which objects to render and as selector to know which pass to render.

    Camera view

    The camera from where you want the objects to be rendered.

    RenderTexture targetRenderTexture

    The render target that will be bound before rendering the objects.

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderFromCamera(in CustomPassContext, ShaderTagId[], Camera, RTHandle, RTHandle, ClearFlag, LayerMask, RenderQueueType, Material, int, RenderStateBlock)

    Render a list of objects from another camera point of view.

    Declaration
    public static void RenderFromCamera(in CustomPassContext ctx, ShaderTagId[] shaderTags, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    ShaderTagId[] shaderTags

    List of shader tags to use when rendering the objects. This acts as a filter to select which objects to render and as selector to know which pass to render.

    Camera view

    The camera from where you want the objects to be rendered.

    RTHandle targetColor

    The render target that will be bound to the color buffer before rendering

    RTHandle targetDepth

    The render target that will be bound to the depth buffer before rendering

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    Material overrideMaterial

    Optional material that will be used to render the objects.

    int overrideMaterialIndex

    Pass index to use for the override material.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderNormalFromCamera(in CustomPassContext, Camera, LayerMask, RenderQueueType, RenderStateBlock)

    Render world space normal of objects from the view point of a camera into the color buffer.

    Declaration
    public static void RenderNormalFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderNormalFromCamera(in CustomPassContext, Camera, RenderTexture, ClearFlag, LayerMask, RenderQueueType, RenderStateBlock)

    Render world space normal of objects from the view point of a camera into the color buffer.

    Declaration
    public static void RenderNormalFromCamera(in CustomPassContext ctx, Camera view, RenderTexture targetRenderTexture, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RenderTexture targetRenderTexture

    The render target that will be bound before rendering the objects.

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderNormalFromCamera(in CustomPassContext, Camera, RTHandle, RTHandle, ClearFlag, LayerMask, RenderQueueType, RenderStateBlock)

    Render world space normal of objects from the view point of a camera into the color buffer.

    Declaration
    public static void RenderNormalFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RTHandle targetColor

    The render target that will be bound to the color buffer before rendering

    RTHandle targetDepth

    The render target that will be bound to the depth buffer before rendering

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderTangentFromCamera(in CustomPassContext, Camera, LayerMask, RenderQueueType, RenderStateBlock)

    Render world space tangent of objects from the view point of a camera into the color buffer.

    Declaration
    public static void RenderTangentFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderTangentFromCamera(in CustomPassContext, Camera, RenderTexture, ClearFlag, LayerMask, RenderQueueType, RenderStateBlock)

    Render world space tangent of objects from the view point of a camera into the color buffer

    Declaration
    public static void RenderTangentFromCamera(in CustomPassContext ctx, Camera view, RenderTexture targetRenderTexture, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RenderTexture targetRenderTexture

    The render target that will be bound before rendering the objects.

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    RenderTangentFromCamera(in CustomPassContext, Camera, RTHandle, RTHandle, ClearFlag, LayerMask, RenderQueueType, RenderStateBlock)

    Render world space tangent of objects from the view point of a camera into the color buffer

    Declaration
    public static void RenderTangentFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = RenderQueueType.All, RenderStateBlock overrideRenderState = default)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    Camera view

    The camera from where you want the objects to be rendered.

    RTHandle targetColor

    The render target that will be bound to the color buffer before rendering

    RTHandle targetDepth

    The render target that will be bound to the depth buffer before rendering

    ClearFlag clearFlag

    The type of clear to do before binding the render targets.

    LayerMask layerMask

    LayerMask to filter the objects to render.

    CustomPass.RenderQueueType renderQueueFilter

    Render Queue to filter the type of objects you want to render.

    RenderStateBlock overrideRenderState

    The render states to override when rendering the objects.

    VerticalGaussianBlur(in CustomPassContext, RTHandle, RTHandle, int, float, int, int)

    Vertical gaussian blur pass

    Declaration
    public static void VerticalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the gaussian blur.

    RTHandle destination

    Destination buffer of the gaussian blur.

    int sampleCount

    Number of samples to use for the gaussian blur. A high number will impact performances.

    float radius

    Radius in pixel of the gaussian blur.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

    VerticalGaussianBlur(in CustomPassContext, RTHandle, RTHandle, Vector4, Vector4, int, float, int, int)

    Vertical gaussian blur pass

    Declaration
    public static void VerticalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0)
    Parameters
    Type Name Description
    CustomPassContext ctx

    Custom Pass Context.

    RTHandle source

    Source to use for the gaussian blur.

    RTHandle destination

    Destination buffer of the gaussian blur.

    Vector4 sourceScaleBias

    Scale and bias to apply when sampling the source buffer

    Vector4 destScaleBias

    Scale and bias to apply when writing into the destination buffer.

    int sampleCount

    Number of samples to use for the gaussian blur. A high number will impact performances.

    float radius

    Radius in pixel of the gaussian blur.

    int sourceMip

    Source mip level to sample from.

    int destMip

    Destination mip level to write to.

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