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    Class FullScreenPassRendererFeature

    This renderer feature lets you create single-pass full screen post processing effects without needing to write code.

    Inheritance
    object
    Object
    ScriptableObject
    ScriptableRendererFeature
    FullScreenPassRendererFeature
    Implements
    IDisposable
    ISerializationCallbackReceiver
    Inherited Members
    ScriptableRendererFeature.isActive
    ScriptableRendererFeature.Create()
    ScriptableRendererFeature.OnCameraPreCull(ScriptableRenderer, in CameraData)
    ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, ref RenderingData)
    ScriptableRendererFeature.SetupRenderPasses(ScriptableRenderer, in RenderingData)
    ScriptableRendererFeature.SetActive(bool)
    ScriptableRendererFeature.Dispose()
    ScriptableRendererFeature.Dispose(bool)
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
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    Object.Instantiate(Object, Scene)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
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    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
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    Object.Destroy(Object, float)
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    Object.DestroyImmediate(Object)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
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    Namespace: Global Namespace
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public class FullScreenPassRendererFeature : ScriptableRendererFeature, IDisposable, ISerializationCallbackReceiver

    Fields

    bindDepthStencilAttachment

    Specifies if the active camera's depth-stencil buffer should be bound when rendering the full screen pass. Disabling this will ensure that the material's depth and stencil commands will have no effect (this could also have a slight performance benefit).

    Declaration
    public bool bindDepthStencilAttachment
    Field Value
    Type Description
    bool

    fetchColorBuffer

    Specifies whether the assigned material will need to use the current screen contents as an input texture. Disable this to optimize away an extra color copy pass when you know that the assigned material will only need to write on top of or hardware blend with the contents of the active color target.

    Declaration
    public bool fetchColorBuffer
    Field Value
    Type Description
    bool

    injectionPoint

    Specifies at which injection point the pass will be rendered.

    Declaration
    public FullScreenPassRendererFeature.InjectionPoint injectionPoint
    Field Value
    Type Description
    FullScreenPassRendererFeature.InjectionPoint

    passIndex

    The shader pass index that should be used when rendering the assigned material.

    Declaration
    public int passIndex
    Field Value
    Type Description
    int

    passMaterial

    The material used to render the full screen pass (typically based on the Fullscreen Shader Graph target).

    Declaration
    public Material passMaterial
    Field Value
    Type Description
    Material

    requirements

    A mask of URP textures that the assigned material will need access to. Requesting unused requirements can degrade performance unnecessarily as URP might need to run additional rendering passes to generate them.

    Declaration
    public ScriptableRenderPassInput requirements
    Field Value
    Type Description
    ScriptableRenderPassInput

    Methods

    AddRenderPasses(ScriptableRenderer, ref RenderingData)

    Injects one or multiple ScriptableRenderPass in the renderer.

    Declaration
    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderer renderer

    Renderer used for adding render passes.

    RenderingData renderingData

    Rendering state. Use this to setup render passes.

    Overrides
    ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, ref RenderingData)

    Create()

    Initializes this feature's resources. This is called every time serialization happens.

    Declaration
    public override void Create()
    Overrides
    ScriptableRendererFeature.Create()

    Dispose(bool)

    Called by Dispose(). Override this function to clean up resources in your renderer.

    Declaration
    protected override void Dispose(bool disposing)
    Parameters
    Type Name Description
    bool disposing
    Overrides
    ScriptableRendererFeature.Dispose(bool)

    Implements

    IDisposable
    ISerializationCallbackReceiver
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