Version: 2019.4
LanguageEnglish
  • C#

ScriptableRenderContext.BeginSubPass

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void BeginSubPass(NativeArray<int> colors, NativeArray<int> inputs, bool isDepthReadOnly);

Declaration

public void BeginSubPass(NativeArray<int> colors, bool isDepthReadOnly);

Parameters

colors Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to BeginRenderPass.
inputs Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to BeginRenderPass.
isDepthReadOnly If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input.

Description

Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time.