Interface IBaseRenderGraphBuilder
Common base interface for the different render graph builders. These functions are supported on all builders.
Inherited Members
Namespace: UnityEngine.Experimental.Rendering.RenderGraphModule
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
public interface IBaseRenderGraphBuilder : IDisposable
Methods
Name | Description |
---|---|
AllowGlobalStateModification(bool) | Allow commands in the command buffer to modify global state. This will introduce a render graph sync-point in the frame and cause all passes after this pass to never be reordered before this pass. This may nave negative impact on performance and memory use if not used carefully so it is recommended to only allow this in specific use cases. This will also set AllowPassCulling to false. |
AllowPassCulling(bool) | Allow or not pass culling By default all passes can be culled out if the render graph detects it's not actually used. In some cases, a pass may not write or read any texture but rather do something with side effects (like setting a global texture parameter for example). This function can be used to tell the system that it should not cull this pass. |
CreateTransientBuffer(in BufferDesc) | Create a new Render Graph Graphics Buffer resource. This Graphics Buffer will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. |
CreateTransientBuffer(in BufferHandle) | Create a new Render Graph Graphics Buffer resource using the descriptor from another Graphics Buffer. This Graphics Buffer will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. |
CreateTransientTexture(in TextureDesc) | Create a new Render Graph Texture resource. This texture will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. |
CreateTransientTexture(in TextureHandle) | Create a new Render Graph Texture resource using the descriptor from another texture. This texture will only be available for the current pass and will be assumed to be both written and read so users don't need to add explicit read/write declarations. |
EnableAsyncCompute(bool) | Enable asynchronous compute for this pass. |
UseBuffer(in BufferHandle, AccessFlags) | Declare that this pass uses the input compute buffer. |
UseRendererList(in RendererListHandle) | This pass will read from this renderer list. RendererLists are always read-only in the graph so have no access flags. |
UseTexture(in TextureHandle, AccessFlags) | Declare that this pass uses the input texture. |