Struct AOVRequestData
Describes a frame pass.
Namespace: UnityEngine.Experimental.Rendering.HDPipeline
Syntax
public struct AOVRequestData
Constructors
AOVRequestData(AOVRequest, AOVRequestBufferAllocator, List<GameObject>, AOVBuffers[], FramePassCallback)
Create a new frame pass.
Declaration
public AOVRequestData(AOVRequest settings, AOVRequestBufferAllocator bufferAllocator, List<GameObject> lightFilter, AOVBuffers[] requestedAOVBuffers, FramePassCallback callback)
Parameters
| Type | Name | Description |
|---|---|---|
| AOVRequest | settings | Settings to use. |
| AOVRequestBufferAllocator | bufferAllocator | Buffer allocators to use. |
| List<GameObject> | lightFilter | If null, all light will be rendered, if not, only those light will be rendered. |
| AOVBuffers[] | requestedAOVBuffers | The requested buffers for the callback. |
| FramePassCallback | callback | The callback to execute. |
Fields
default
Default frame pass settings.
Declaration
public static readonly AOVRequestData default
Field Value
| Type | Description |
|---|---|
| AOVRequestData |
Properties
isValid
Whether this frame pass is valid.
Declaration
public bool isValid { get; }
Property Value
| Type | Description |
|---|---|
| Boolean |
Methods
AllocateTargetTexturesIfRequired(ref List<RTHandleSystem.RTHandle>)
Allocate texture if required.
Declaration
public void AllocateTargetTexturesIfRequired(ref List<RTHandleSystem.RTHandle> textures)
Parameters
| Type | Name | Description |
|---|---|---|
| List<RTHandleSystem.RTHandle> | textures | A buffer of texture ready to use. |
Execute(CommandBuffer, List<RTHandleSystem.RTHandle>, RenderOutputProperties)
Execute the frame pass callback. It assumes that the textures are properly initialized and filled.
Declaration
public void Execute(CommandBuffer cmd, List<RTHandleSystem.RTHandle> framePassTextures, RenderOutputProperties outputProperties)
Parameters
| Type | Name | Description |
|---|---|---|
| CommandBuffer | cmd | The command buffer to use. |
| List<RTHandleSystem.RTHandle> | framePassTextures | The textures to use. |
| RenderOutputProperties | outputProperties | The properties computed for this frame. |
IsLightEnabled(GameObject)
Whether a light should be rendered.
Declaration
public bool IsLightEnabled(GameObject gameObject)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | gameObject | The game object of the light to be rendered. |
Returns
| Type | Description |
|---|---|
| Boolean |
|
PushCameraTexture(CommandBuffer, AOVBuffers, HDCamera, RTHandleSystem.RTHandle, List<RTHandleSystem.RTHandle>)
Copy a camera sized texture into the texture buffers.
Declaration
public void PushCameraTexture(CommandBuffer cmd, AOVBuffers aovBufferId, HDCamera camera, RTHandleSystem.RTHandle source, List<RTHandleSystem.RTHandle> targets)
Parameters
| Type | Name | Description |
|---|---|---|
| CommandBuffer | cmd | the command buffer to use for the copy. |
| AOVBuffers | aovBufferId | The id of the buffer to copy. |
| HDCamera | camera | The camera associated with the source texture. |
| RTHandleSystem.RTHandle | source | The source texture to copy |
| List<RTHandleSystem.RTHandle> | targets | The target texture buffer. |
SetupDebugData(ref DebugDisplaySettings)
Setup the display manager if necessary.
Declaration
public void SetupDebugData(ref DebugDisplaySettings debugDisplaySettings)
Parameters
| Type | Name | Description |
|---|---|---|
| DebugDisplaySettings | debugDisplaySettings |