Class PostProcessRenderContext
A context object passed around all post-processing effects in a frame.
Inherited Members
Namespace: UnityEngine .Rendering.PostProcessing
Assembly: solution.dll
Syntax
public sealed class PostProcessRenderContext
Properties
Name | Description |
---|---|
antialiasing | The current anti-aliasing method used by the camera. |
camera | The camera currently being rendered. |
command | The command buffer to fill render commands in. |
debug |
A reference to the internal debug layer. |
destination | The destination target for this pass (can't be the same as source). |
flip | Should we flip the last pass? |
height | The current camera height (in pixels). |
is |
Are we currently rendering in the scene view? |
number |
The number of eyes for XR outputs. |
property |
The property sheet factory handled by the currently active Post |
resources | The resource asset contains reference to external resources (shaders, textures...). |
screen |
The height of the logical screen size. |
screen |
The width of the logical screen size. |
source | The source target for this pass (can't be the same as destination). |
source |
The texture format used for the source target. |
stereo |
Is stereo rendering active? |
stereo |
The current rendering mode for XR. |
temporal |
A reference to the temporal anti-aliasing settings for the rendering layer. This is mostly used to grab the jitter vector and other TAA-related values when an effect needs to do temporal reprojection. |
user |
A dictionary to store custom user data objects. This is handy to share data between custom effects. |
width | The current camera width (in pixels). |
xr |
The current active rendering eye (for XR). |
Methods
Name | Description |
---|---|
Get |
Grabs a temporary render target with the current display size. |
Get |
Grabs a temporary render target with the current display size. |
Is |
Checks if a specific debug overlay is enabled. |
Is |
Checks if temporal anti-aliasing is supported and enabled. |
Push |
Blit a source render target to the debug overlay target. This is a direct shortcut to
Push |
Reset() | Resets the state of this context object. This is called by the render pipeline on every frame and allows re-using the same context object between frames without having to recreate a new one. |
Update |
Update current single-pass stereo state for TAA, AO, etc. |