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    Class FullScreenCustomPass

    FullScreen Custom Pass

    Inheritance
    object
    CustomPass
    FullScreenCustomPass
    Implements
    IVersionable<CustomPass.Version>
    Inherited Members
    CustomPass.name
    CustomPass.enabled
    CustomPass.targetColorBuffer
    CustomPass.targetDepthBuffer
    CustomPass.clearFlags
    CustomPass.fadeValue
    CustomPass.injectionPoint
    CustomPass.executeInSceneView
    CustomPass.AggregateCullingParameters(ref ScriptableCullingParameters, HDCamera)
    CustomPass.Execute(ScriptableRenderContext, CommandBuffer, HDCamera, CullingResults)
    CustomPass.Cleanup()
    CustomPass.SetCameraRenderTarget(CommandBuffer, bool, ClearFlag)
    CustomPass.SetCustomRenderTarget(CommandBuffer, bool, ClearFlag)
    CustomPass.SetRenderTargetAuto(CommandBuffer)
    CustomPass.ResolveMSAAColorBuffer(CommandBuffer, HDCamera)
    CustomPass.ResolveMSAAColorBuffer(CustomPassContext)
    CustomPass.GetCameraBuffers(out RTHandle, out RTHandle)
    CustomPass.GetCustomBuffers(out RTHandle, out RTHandle)
    CustomPass.GetNormalBuffer()
    CustomPass.GetRenderQueueRange(CustomPass.RenderQueueType)
    CustomPass.CreateFullScreenPass(Material, CustomPass.TargetBuffer, CustomPass.TargetBuffer)
    CustomPass.CreateDrawRenderersPass(CustomPass.RenderQueueType, LayerMask, Material, string, SortingCriteria, ClearFlag, CustomPass.TargetBuffer, CustomPass.TargetBuffer)
    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
    [Serializable]
    public class FullScreenCustomPass : CustomPass, IVersionable<CustomPass.Version>

    Fields

    fetchColorBuffer

    Set to true if your shader will sample in the camera color buffer.

    Declaration
    public bool fetchColorBuffer
    Field Value
    Type Description
    bool

    fullscreenPassMaterial

    Material used for the fullscreen pass, it's shader must have been created with.

    Declaration
    public Material fullscreenPassMaterial
    Field Value
    Type Description
    Material

    materialPassName

    Name of the pass to use in the fullscreen material.

    Declaration
    public string materialPassName
    Field Value
    Type Description
    string

    Methods

    Execute(CustomPassContext)

    Execute the pass with the fullscreen setup

    Declaration
    protected override void Execute(CustomPassContext ctx)
    Parameters
    Type Name Description
    CustomPassContext ctx

    The context of the custom pass. Contains command buffer, render context, buffer, etc.

    Overrides
    CustomPass.Execute(CustomPassContext)

    RegisterMaterialForInspector()

    List all the materials that need to be displayed at the bottom of the component. All the materials gathered by this method will be used to create a Material Editor and then can be edited directly on the custom pass.

    Declaration
    public override IEnumerable<Material> RegisterMaterialForInspector()
    Returns
    Type Description
    IEnumerable<Material>

    An enumerable of materials to show in the inspector. These materials can be null, the list is cleaned afterwards

    Overrides
    CustomPass.RegisterMaterialForInspector()

    Setup(ScriptableRenderContext, CommandBuffer)

    Called before the first execution of the pass occurs. Allow you to allocate custom buffers.

    Declaration
    protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
    Parameters
    Type Name Description
    ScriptableRenderContext renderContext

    The render context

    CommandBuffer cmd

    Current command buffer of the frame

    Overrides
    CustomPass.Setup(ScriptableRenderContext, CommandBuffer)

    Implements

    IVersionable<TVersion>
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