Class FullScreenCustomPass
FullScreen Custom Pass
Inherited Members
Namespace: UnityEngine.Rendering.HighDefinition
Syntax
public class FullScreenCustomPass : CustomPass, IVersionable<CustomPass.Version>
Fields
fetchColorBuffer
Set to true if your shader will sample in the camera color buffer.
Declaration
public bool fetchColorBuffer
Field Value
Type | Description |
---|---|
Boolean |
fullscreenPassMaterial
Material used for the fullscreen pass, it's shader must have been created with.
Declaration
public Material fullscreenPassMaterial
Field Value
Type | Description |
---|---|
Material |
materialPassName
Name of the pass to use in the fullscreen material.
Declaration
public string materialPassName
Field Value
Type | Description |
---|---|
String |
Methods
Execute(CustomPassContext)
Execute the pass with the fullscreen setup
Declaration
protected override void Execute(CustomPassContext ctx)
Parameters
Type | Name | Description |
---|---|---|
CustomPassContext | ctx | The context of the custom pass. Contains command buffer, render context, buffer, etc. |
Overrides
RegisterMaterialForInspector()
List all the materials that need to be displayed at the bottom of the component. All the materials gathered by this method will be used to create a Material Editor and then can be edited directly on the custom pass.
Declaration
public override IEnumerable<Material> RegisterMaterialForInspector()
Returns
Type | Description |
---|---|
IEnumerable<Material> | An enumerable of materials to show in the inspector. These materials can be null, the list is cleaned afterwards |
Overrides
Setup(ScriptableRenderContext, CommandBuffer)
Called before the first execution of the pass occurs. Allow you to allocate custom buffers.
Declaration
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
Parameters
Type | Name | Description |
---|---|---|
ScriptableRenderContext | renderContext | The render context |
CommandBuffer | cmd | Current command buffer of the frame |