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    Class DrawObjectsPass

    Draw objects into the given color and depth target

    You can use this pass to render objects that have a material and/or shader with the pass names UniversalForward or SRPDefaultUnlit.

    Inheritance
    object
    ScriptableRenderPass
    DrawObjectsPass
    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 DrawObjectsPass : ScriptableRenderPass, IRenderGraphRecorder

    Constructors

    DrawObjectsPass(string, bool, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, int)

    Creates a new DrawObjectsPass instance.

    Declaration
    public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
    Parameters
    Type Name Description
    string profilerTag

    The profiler tag used with the pass.

    bool opaque

    Marks whether the objects are opaque or transparent.

    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.

    StencilState stencilState

    The stencil settings to use with this poss.

    int stencilReference

    The stencil reference value to use with this pass.

    See Also
    RenderPassEvent
    RenderQueueRange
    LayerMask
    StencilState

    DrawObjectsPass(string, ShaderTagId[], bool, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, int)

    Creates a new DrawObjectsPass instance.

    Declaration
    public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
    Parameters
    Type Name Description
    string profilerTag

    The profiler tag used with the pass.

    ShaderTagId[] shaderTagIds
    bool opaque

    Marks whether the objects are opaque or transparent.

    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.

    StencilState stencilState

    The stencil settings to use with this poss.

    int stencilReference

    The stencil reference value to use with this pass.

    See Also
    ShaderTagId
    RenderPassEvent
    RenderQueueRange
    LayerMask
    StencilState

    Fields

    m_IsActiveTargetBackBuffer

    Used to indicate if the active target of the pass is the back buffer

    Declaration
    public bool m_IsActiveTargetBackBuffer
    Field Value
    Type Description
    bool

    m_ProfilingSampler

    Profiling sampler

    Declaration
    protected ProfilingSampler m_ProfilingSampler
    Field Value
    Type Description
    ProfilingSampler

    m_ShouldTransparentsReceiveShadows

    Used to indicate whether transparent objects should receive shadows or not.

    Declaration
    public bool m_ShouldTransparentsReceiveShadows
    Field Value
    Type Description
    bool

    Implements

    UnityEngine.Rendering.RenderGraphModule.IRenderGraphRecorder
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