Interface IRasterRenderGraphBuilder
A builder for a raster render pass AddRasterRenderPass<PassData>(string, out PassData)
Inherited Members
Namespace: UnityEngine.Rendering.RenderGraphModule
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
[MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule", null)]
public interface IRasterRenderGraphBuilder : IBaseRenderGraphBuilder, IDisposable
Methods
SetInputAttachment(TextureHandle, int, AccessFlags)
Use the texture as an input attachment.
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. The index passed to LOAD_FRAMEBUFFER_INPUT needs to match the index passed to SetInputAttachment for this texture.
Declaration
void SetInputAttachment(TextureHandle tex, int index, AccessFlags flags = AccessFlags.Read)
Parameters
Type | Name | Description |
---|---|---|
TextureHandle | tex | Texture to use during this pass. |
int | index | Index the shader will use to access this texture. |
AccessFlags | flags | How this pass will access the texture. Default value is set to AccessFlag.Read. Writing is currently not supported on any platform. |
SetInputAttachment(TextureHandle, int, AccessFlags, int, int)
Use the texture as an input attachment.
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. The index passed to LOAD_FRAMEBUFFER_INPUT needs to match the index passed to SetInputAttachment for this texture.
Declaration
void SetInputAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
Parameters
Type | Name | Description |
---|---|---|
TextureHandle | tex | Texture to use during this pass. |
int | index | Index the shader will use to access this texture. |
AccessFlags | flags | How this pass will access the texture. Writing is currently not supported on any platform. |
int | mipLevel | Selects which mip map to used. |
int | depthSlice | Used to index into a texture array. Use -1 to use bind all slices. |
SetRandomAccessAttachment(TextureHandle, int, AccessFlags)
Use the texture as an random access attachment. This is called "Unordered Access View" in DX12 and "Storage Image" in Vulkan.
This informs the graph that any shaders in the pass will access the texture as a random access attachment through RWTexture2d<T>, RWTexture3d<T>,... The texture can then be read/written by regular HLSL commands (including atomics, etc.).
As in other parts of the Unity graphics APIs random access textures share the index-based slots with render targets and input attachments. See CommandBuffer.SetRandomWriteTarget for details.
Declaration
TextureHandle SetRandomAccessAttachment(TextureHandle tex, int index, AccessFlags flags = AccessFlags.ReadWrite)
Parameters
Type | Name | Description |
---|---|---|
TextureHandle | tex | Texture to use during this pass. |
int | index | Index the shader will use to access this texture. This is set in the shader through the |
AccessFlags | flags | How this pass will access the texture. Default value is set to AccessFlag.ReadWrite. |
Returns
Type | Description |
---|---|
TextureHandle | The value passed to 'input'. You should not use the returned value it will be removed in the future. |
SetRenderAttachment(TextureHandle, int, AccessFlags)
Use the texture as an rendertarget attachment.
Writing:
Indicate this pass will write a texture through rendertarget rasterization 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 but not unnecessarily modify it. Although not explicitly visible in shader code
Reading may happen depending on the rasterization state, e.g. Blending (read and write) or Z-Testing (read only) may read the buffer.
Note: The rendergraph does not know what content will be rendered in the bound texture. By default it assumes only partial data is written (e.g. a small rectangle is drawn on the screen) so it will preserve the existing rendertarget content (e.g. behind/around the triangle) if you know you will write the full screen the AccessFlags.WriteAll should be used instead as it will give better performance.
Declaration
void SetRenderAttachment(TextureHandle tex, int index, 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. |
AccessFlags | flags | How this pass will access the texture. Default value is set to AccessFlag.Write |
SetRenderAttachment(TextureHandle, int, AccessFlags, int, int)
Use the texture as an rendertarget attachment.
Writing:
Indicate this pass will write a texture through rendertarget rasterization 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 but not unnecessarily modify it. Although not explicitly visible in shader code
Reading may happen depending on the rasterization state, e.g. Blending (read and write) or Z-Testing (read only) may read the buffer.
Note: The rendergraph does not know what content will be rendered in the bound texture. By default it assumes only partial data is written (e.g. a small rectangle is drawn on the screen) so it will preserve the existing rendertarget content (e.g. behind/around the triangle) if you know you will write the full screen the AccessFlags.WriteAll should be used instead as it will give better performance.
Declaration
void SetRenderAttachment(TextureHandle tex, int index, AccessFlags flags, int mipLevel, int depthSlice)
Parameters
Type | Name | Description |
---|---|---|
TextureHandle | tex | Texture to use during this pass. |
int | index | Index the shader will use to access this texture. |
AccessFlags | flags | How this pass will access the texture. |
int | mipLevel | Selects which mip map to used. |
int | depthSlice | Used to index into a texture array. Use -1 to use bind all slices. |
SetRenderAttachmentDepth(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 SetRenderAttachment and manually calculate and write the depth value in the shader. Calling SetRenderAttachmentDepth 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
void SetRenderAttachmentDepth(TextureHandle tex, AccessFlags flags = AccessFlags.Write)
Parameters
Type | Name | Description |
---|---|---|
TextureHandle | tex | Texture to use during this pass. |
AccessFlags | flags | How this pass will access the texture. Default value is set to AccessFlag.Write |
SetRenderAttachmentDepth(TextureHandle, AccessFlags, int, int)
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 SetRenderAttachment and manually calculate and write the depth value in the shader. Calling SetRenderAttachmentDepth 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
void SetRenderAttachmentDepth(TextureHandle tex, AccessFlags flags, int mipLevel, int depthSlice)
Parameters
Type | Name | Description |
---|---|---|
TextureHandle | tex | Texture to use during this pass. |
AccessFlags | flags | How this pass will access the texture. |
int | mipLevel | Selects which mip map to used. |
int | depthSlice | Used to index into a texture array. Use -1 to use bind all slices. |
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. |
UseBufferRandomAccess(BufferHandle, int, bool, AccessFlags)
Use the buffer as an random access attachment. This is called "Unordered Access View" in DX12 and "Storage Buffer" in Vulkan.
This informs the graph that any shaders in the pass will access the buffer as a random access attachment through RWStructuredBuffer, RWByteAddressBuffer,... The buffer can then be read/written by regular HLSL commands (including atomics, etc.).
As in other parts of the Unity graphics APIs random access buffers share the index-based slots with render targets and input attachments. See CommandBuffer.SetRandomWriteTarget for details.
Declaration
BufferHandle UseBufferRandomAccess(BufferHandle tex, int index, bool preserveCounterValue, AccessFlags flags = AccessFlags.Read)
Parameters
Type | Name | Description |
---|---|---|
BufferHandle | tex | Buffer to use during this pass. |
int | index | Index the shader will use to access this texture. This is set in the shader through the |
bool | preserveCounterValue | Whether to leave the append/consume counter value unchanged. The default is to preserve the value. |
AccessFlags | flags | How this pass will access the buffer. Default value is set to AccessFlag.Read. |
Returns
Type | Description |
---|---|
BufferHandle | The value passed to 'input'. You should not use the returned value it will be removed in the future. |
UseBufferRandomAccess(BufferHandle, int, AccessFlags)
Use the buffer as an random access attachment. This is called "Unordered Access View" in DX12 and "Storage Buffer" in Vulkan.
This informs the graph that any shaders in the pass will access the buffer as a random access attachment through RWStructuredBuffer, RWByteAddressBuffer,... The buffer can then be read/written by regular HLSL commands (including atomics, etc.).
As in other parts of the Unity graphics APIs random access buffers share the index-based slots with render targets and input attachments. See CommandBuffer.SetRandomWriteTarget for details.
Declaration
BufferHandle UseBufferRandomAccess(BufferHandle tex, int index, AccessFlags flags = AccessFlags.Read)
Parameters
Type | Name | Description |
---|---|---|
BufferHandle | tex | Buffer to use during this pass. |
int | index | Index the shader will use to access this texture. This is set in the shader through the |
AccessFlags | flags | How this pass will access the buffer. Default value is set to AccessFlag.Read. |
Returns
Type | Description |
---|---|
BufferHandle | The value passed to 'input'. You should not use the returned value it will be removed in the future. |