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    Interface IRasterRenderGraphBuilder

    A builder for a raster render pass AddRasterRenderPass<PassData>(string, out PassData)

    Inherited Members
    IBaseRenderGraphBuilder.UseTexture(in TextureHandle, IBaseRenderGraphBuilder.AccessFlags)
    IBaseRenderGraphBuilder.UseBuffer(in BufferHandle, IBaseRenderGraphBuilder.AccessFlags)
    IBaseRenderGraphBuilder.CreateTransientTexture(in TextureDesc)
    IBaseRenderGraphBuilder.CreateTransientTexture(in TextureHandle)
    IBaseRenderGraphBuilder.CreateTransientBuffer(in BufferDesc)
    IBaseRenderGraphBuilder.CreateTransientBuffer(in BufferHandle)
    IBaseRenderGraphBuilder.UseRendererList(in RendererListHandle)
    IBaseRenderGraphBuilder.EnableAsyncCompute(bool)
    IBaseRenderGraphBuilder.AllowPassCulling(bool)
    IBaseRenderGraphBuilder.AllowGlobalStateModification(bool)
    IDisposable.Dispose()
    Namespace: UnityEngine.Experimental.Rendering.RenderGraphModule
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    public interface IRasterRenderGraphBuilder : IBaseRenderGraphBuilder, IDisposable

    Methods

    SetRenderFunc<PassData>(BaseRenderFunc<PassData, RasterGraphContext>)

    Specify the render function to use for this pass. A call to this is mandatory for the pass to be valid.

    Declaration
    void SetRenderFunc<PassData>(BaseRenderFunc<PassData, RasterGraphContext> renderFunc) where PassData : class, new()
    Parameters
    Type Name Description
    BaseRenderFunc<PassData, RasterGraphContext> renderFunc

    Render function for the pass.

    Type Parameters
    Name Description
    PassData

    The Type of the class that provides data to the Render Pass.

    UseTextureFragment(TextureHandle, int, AccessFlags)

    Use the texture as an rendertarget/renderpass attachment. Writing: Indicate this pass will write a texture on the current fragment position and sample index through MRT writes. The graph will automatically bind the texture as an MRT output on the indicated index slot. Write in shader as float4 out : SV_Target{index} = value; This texture always needs to be written as an render target (SV_Targetx) writing using other methods (like operator[] = ) may not work even if using the current fragment+sampleIdx pos. When using operator[] please use the UseTexture function instead. Reading: Indicates this pass will read a texture on the current fragment position. If the texture is msaa then the sample index to read may be chosen by the shader. This informs the graph that any shaders in pass will only read from this texture at the current fragment position using the LOAD_FRAMEBUFFER_INPUT(idx)/LOAD_FRAMEBUFFER_INPUT_MS(idx,sampleIdx) macros. I.e this texture is bound as an render pass attachment on compatible hardware (or as a regular texture as a fall back). The index passed to LOAD_FRAMEBUFFER_INPUT needs to match the index passed to ReadTextureFragment for this texture.

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

    Texture to use during this pass.

    int index

    Index the shader will use to access this texture.

    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.

    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.

    UseTextureFragmentInput(TextureHandle, int, AccessFlags)

    Declaration
    TextureHandle UseTextureFragmentInput(TextureHandle tex, int index, IBaseRenderGraphBuilder.AccessFlags flags = AccessFlags.Read)
    Parameters
    Type Name Description
    TextureHandle tex
    int index
    IBaseRenderGraphBuilder.AccessFlags flags
    Returns
    Type Description
    TextureHandle

    Extension Methods

    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
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