Enum RenderGraphUtils.FullScreenGeometryType
Enums to select what geometry used for the blit.
Namespace: UnityEngine.Rendering.RenderGraphModule.Util
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
public enum RenderGraphUtils.FullScreenGeometryType
Fields
Name | Description |
---|---|
Mesh | Draw a quad mesh built of two triangles. The texture coordinates of the mesh will cover the 0-1 texture space. This is the most compatible if you have an existing Unity Graphics.Blit shader. This geometry allows you to use a simples vertex shader but has more rendering overhead on the CPU as a mesh and vertex buffers need to be bound to the pipeline. |
ProceduralQuad | A four vertices forming two triangles will be scheduled. The vertex shader will need to generate correct vertex data in the vertex shader for the four vertices to cover the full screen. While more intuitive this may be slower as the quad occupancy will be lower alongside the diagonal line where the two triangles meet. To get the vertices in the vertex shader include "com.unity.render-pipelines.core\ShaderLibrary\Common.hlsl" and call the GetQuadTexCoord/GetQuadVertexPosition |
ProceduralTriangle | A single triangle will be scheduled. The vertex shader will need to generate correct vertex data in the vertex shader for the tree vertices to cover the full screen. To get the vertices in the vertex shader include "com.unity.render-pipelines.core\ShaderLibrary\Common.hlsl" and call the GetFullScreenTriangleTexCoord/GetFullScreenTriangleVertexPosition |