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    Class ObjectIDCustomPass

    Custom Pass that draws Object IDs

    Inheritance
    Object
    CustomPass
    DrawRenderersCustomPass
    ObjectIDCustomPass
    Inherited Members
    DrawRenderersCustomPass.renderQueueType
    DrawRenderersCustomPass.layerMask
    DrawRenderersCustomPass.sortingCriteria
    DrawRenderersCustomPass.overrideMaterial
    DrawRenderersCustomPass.overrideMaterialPassName
    DrawRenderersCustomPass.overrideDepthState
    DrawRenderersCustomPass.depthCompareFunction
    DrawRenderersCustomPass.depthWrite
    DrawRenderersCustomPass.shaderPass
    DrawRenderersCustomPass.AggregateCullingParameters(ScriptableCullingParameters, HDCamera)
    DrawRenderersCustomPass.Execute(CustomPassContext)
    DrawRenderersCustomPass.RegisterMaterialForInspector()
    CustomPass.name
    CustomPass.enabled
    CustomPass.targetColorBuffer
    CustomPass.targetDepthBuffer
    CustomPass.clearFlags
    CustomPass.fadeValue
    CustomPass.injectionPoint
    CustomPass.executeInSceneView
    CustomPass.IVersionable<CustomPass.Version>.version
    CustomPass.Execute(ScriptableRenderContext, CommandBuffer, HDCamera, CullingResults)
    CustomPass.Cleanup()
    CustomPass.SetCameraRenderTarget(CommandBuffer, Boolean, ClearFlag)
    CustomPass.SetCustomRenderTarget(CommandBuffer, Boolean, ClearFlag)
    CustomPass.SetRenderTargetAuto(CommandBuffer)
    CustomPass.ResolveMSAAColorBuffer(CommandBuffer, HDCamera)
    CustomPass.ResolveMSAAColorBuffer(CustomPassContext)
    CustomPass.GetCameraBuffers(RTHandle, RTHandle)
    CustomPass.GetCustomBuffers(RTHandle, RTHandle)
    CustomPass.GetNormalBuffer()
    CustomPass.GetRenderQueueRange(CustomPass.RenderQueueType)
    CustomPass.CreateFullScreenPass(Material, CustomPass.TargetBuffer, CustomPass.TargetBuffer)
    CustomPass.CreateDrawRenderersPass(CustomPass.RenderQueueType, LayerMask, Material, String, SortingCriteria, ClearFlag, CustomPass.TargetBuffer, CustomPass.TargetBuffer)
    Namespace: UnityEngine.Rendering.HighDefinition
    Syntax
    [Serializable]
    public class ObjectIDCustomPass : DrawRenderersCustomPass, IVersionable<CustomPass.Version>

    Methods

    AssignObjectIDs()

    Used to assign an ObjectID (in the form of a color) to every renderer in the scene. If a scene uses dynamic objects or procedural object placement, then the user script should call this function to assign Object IDs to the new objects.

    Declaration
    public virtual void AssignObjectIDs()

    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

    Overrides
    DrawRenderersCustomPass.Setup(ScriptableRenderContext, CommandBuffer)
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    Generated by DocFX on 18 October 2023