Struct RenderGraphBuilder
Use this struct to set up a new Render Pass.
Namespace: UnityEngine.Experimental.Rendering.RenderGraphModule
Syntax
public struct RenderGraphBuilder : IDisposable
Methods
Dispose()
Dispose the RenderGraphBuilder instance.
Declaration
public void Dispose()
EnableAsyncCompute(Boolean)
Enable asynchronous compute for this pass.
Declaration
public void EnableAsyncCompute(bool value)
Parameters
Type | Name | Description |
---|---|---|
Boolean | value | Set to true to enable asynchronous compute. |
ReadTexture(RenderGraphResource)
Specify a Texture resource to read from during the pass.
Declaration
public RenderGraphResource ReadTexture(in RenderGraphResource input)
Parameters
Type | Name | Description |
---|---|---|
RenderGraphResource | input | The Texture resource to read from during the pass. |
Returns
Type | Description |
---|---|
RenderGraphResource | An updated resource handle to the input resource. |
SetRenderFunc<PassData>(RenderFunc<PassData>)
Specify the render function to use for this pass. A call to this is mandatory for the pass to be valid.
Declaration
public void SetRenderFunc<PassData>(RenderFunc<PassData> renderFunc)
where PassData : class, new()
Parameters
Type | Name | Description |
---|---|---|
RenderFunc<PassData> | renderFunc | Render function for the pass. |
Type Parameters
Name | Description |
---|---|
PassData | The Type of the class that provides data to the Render Pass. |
UseColorBuffer(RenderGraphMutableResource, Int32)
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.
Declaration
public RenderGraphMutableResource UseColorBuffer(in RenderGraphMutableResource input, int index)
Parameters
Type | Name | Description |
---|---|---|
RenderGraphMutableResource | input | The Texture resource to use as a color render target. |
Int32 | index | Index for multiple render target usage. |
Returns
Type | Description |
---|---|
RenderGraphMutableResource | An updated resource handle to the input resource. |
UseDepthBuffer(RenderGraphMutableResource, DepthAccess)
Specify that the pass will use a Texture resource as a depth buffer.
Declaration
public RenderGraphMutableResource UseDepthBuffer(in RenderGraphMutableResource input, DepthAccess flags)
Parameters
Type | Name | Description |
---|---|---|
RenderGraphMutableResource | input | The Texture resource to use as a depth buffer during the pass. |
DepthAccess | flags | Specify the access level for the depth buffer. This allows you to say whether you will read from or write to the depth buffer, or do both. |
Returns
Type | Description |
---|---|
RenderGraphMutableResource | An updated resource handle to the input resource. |
UseRendererList(RenderGraphResource)
Specify a Renderer List resource to use during the pass.
Declaration
public RenderGraphResource UseRendererList(in RenderGraphResource input)
Parameters
Type | Name | Description |
---|---|---|
RenderGraphResource | input | The Renderer List resource to use during the pass. |
Returns
Type | Description |
---|---|
RenderGraphResource | An updated resource handle to the input resource. |
WriteTexture(RenderGraphMutableResource)
Specify a Texture resource to write to during the pass.
Declaration
public RenderGraphMutableResource WriteTexture(in RenderGraphMutableResource input)
Parameters
Type | Name | Description |
---|---|---|
RenderGraphMutableResource | input | The Texture resource to write to during the pass. |
Returns
Type | Description |
---|---|
RenderGraphMutableResource | An updated resource handle to the input resource. |