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    Method UseTextureFragmentDepth

    UseTextureFragmentDepth(TextureHandle, AccessFlags)

    Use the texture as a depth buffer for the Z-Buffer hardware. Note you can only test-against and write-to a single depth texture in a pass. If you want to write depth to more than one texture you will need to register the second texture as WriteTextureFragment and manually calculate and write the depth value in the shader. Calling UseTextureFragmentDepth twice on the same builder is an error. Write: Indicate a texture will be written with the current fragment depth by the ROPs (but not for depth reading (i.e. z-test == always)). Read: Indicate a texture will be used as an input for the depth testing unit.

    Declaration
    TextureHandle UseTextureFragmentDepth(TextureHandle tex, IBaseRenderGraphBuilder.AccessFlags flags = AccessFlags.Write)
    Parameters
    Type Name Description
    TextureHandle tex

    Texture to use during this pass.

    IBaseRenderGraphBuilder.AccessFlags flags

    How this pass will acess the texture. Default value is set to AccessFlag.Write

    Returns
    Type Description
    TextureHandle

    A explicitly versioned handle representing the latest version of the pased in texture. Note that except for special cases where you want to refer to a specific version return value is generally discarded.

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