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    Class DepthOnlyPass

    Render all objects that have a 'DepthOnly' pass into the given depth buffer.

    You can use this pass to prime a depth buffer for subsequent rendering. Use it as a z-prepass, or use it to generate a depth buffer.

    Inheritance
    object
    ScriptableRenderPass
    DepthOnlyPass
    Implements
    IRenderGraphRecorder
    Inherited Members
    ScriptableRenderPass.renderPassEvent
    ScriptableRenderPass.colorAttachmentHandles
    ScriptableRenderPass.colorAttachmentHandle
    ScriptableRenderPass.depthAttachmentHandle
    ScriptableRenderPass.colorStoreActions
    ScriptableRenderPass.depthStoreAction
    ScriptableRenderPass.input
    ScriptableRenderPass.clearFlag
    ScriptableRenderPass.clearColor
    ScriptableRenderPass.requiresIntermediateTexture
    ScriptableRenderPass.profilingSampler
    ScriptableRenderPass.ConfigureInput(ScriptableRenderPassInput)
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)
    ScriptableRenderPass.RecordRenderGraph(RenderGraph, ContextContainer)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, ref RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, UniversalRenderingData, UniversalCameraData, UniversalLightData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, ref RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, UniversalRenderingData, UniversalCameraData, UniversalLightData, SortingCriteria)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.Universal.Internal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public class DepthOnlyPass : ScriptableRenderPass, IRenderGraphRecorder

    Constructors

    DepthOnlyPass(RenderPassEvent, RenderQueueRange, LayerMask)

    Creates a new DepthOnlyPass instance.

    Declaration
    public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
    Parameters
    Type Name Description
    RenderPassEvent evt

    The RenderPassEvent to use.

    RenderQueueRange renderQueueRange

    The RenderQueueRange to use for creating filtering settings that control what objects get rendered.

    LayerMask layerMask

    The layer mask to use for creating filtering settings that control what objects get rendered.

    See Also
    RenderPassEvent
    RenderQueueRange
    LayerMask

    Methods

    Setup(RenderTextureDescriptor, RTHandle)

    Configures the pass.

    Declaration
    public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle depthAttachmentHandle)
    Parameters
    Type Name Description
    RenderTextureDescriptor baseDescriptor

    The RenderTextureDescriptor used for the depthStencilFormat.

    RTHandle depthAttachmentHandle

    The RTHandle used to render to.

    See Also
    RenderTextureDescriptor
    RTHandle
    GraphicsFormat

    Implements

    UnityEngine.Rendering.RenderGraphModule.IRenderGraphRecorder
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