Struct RenderGraphBuilder
Use this struct to set up a new Render Pass.
Implements
Inherited Members
Namespace: UnityEngine.Experimental.Rendering.RenderGraphModule
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
public struct RenderGraphBuilder : IDisposable
Methods
Name | Description |
---|---|
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. |
AllowRendererListCulling(bool) | Allow or not pass culling based on renderer list results By default all passes can be culled out if the render graph detects they are using a renderer list that is empty (does not draw any geometry) 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. |
DependsOn(in RendererListHandle) | Used to indicate that a pass depends on an external renderer list (that is not directly used in this pass). |
Dispose() | Dispose the RenderGraphBuilder instance. |
EnableAsyncCompute(bool) | Enable asynchronous compute for this pass. |
ReadBuffer(in BufferHandle) | Specify a Graphics Buffer resource to read from during the pass. |
ReadTexture(in TextureHandle) | Specify a Texture resource to read from during the pass. |
ReadWriteTexture(in TextureHandle) | Specify a Texture resource to read and write to during the pass. |
SetRenderFunc<PassData>(BaseRenderFunc<PassData, RenderGraphContext>) | Specify the render function to use for this pass. A call to this is mandatory for the pass to be valid. |
UseColorBuffer(in TextureHandle, int) | Specify that the pass will use a Texture resource as a color render target. This has the same effect as WriteTexture and also automatically sets the Texture to use as a render target. |
UseDepthBuffer(in TextureHandle, DepthAccess) | Specify that the pass will use a Texture resource as a depth buffer. |
UseRendererList(in RendererListHandle) | Specify a Renderer List resource to use during the pass. |
WriteBuffer(in BufferHandle) | Specify a Graphics Buffer resource to write to during the pass. |
WriteTexture(in TextureHandle) | Specify a Texture resource to write to during the pass. |