Struct AOVRequestData
Describes a frame pass.
Inherited Members
Namespace: UnityEngine.Rendering.HighDefinition
Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
Syntax
public struct AOVRequestData
Constructors
Name | Description |
---|---|
AOVRequestData(AOVRequest, AOVRequestBufferAllocator, List<GameObject>, AOVBuffers[], CustomPassAOVBuffers[], AOVRequestCustomPassBufferAllocator, FramePassCallbackEx) | Create a new frame pass. |
AOVRequestData(AOVRequest, AOVRequestBufferAllocator, List<GameObject>, AOVBuffers[], FramePassCallback) | Create a new frame pass. |
Fields
Name | Description |
---|---|
default | Default frame pass settings. |
defaultAOVRequestDataNonAlloc | Default frame pass settings. |
Properties
Name | Description |
---|---|
isValid | Whether this frame pass is valid. |
overrideRenderFormat | Whether internal rendering should be done at the same format as the user allocated AOV output buffer. |
Methods
Name | Description |
---|---|
AllocateTargetTexturesIfRequired(ref List<RTHandle>) | Allocate texture if required. |
AllocateTargetTexturesIfRequired(ref List<RTHandle>, ref List<RTHandle>) | Allocate texture if required. |
Execute(CommandBuffer, List<RTHandle>, List<RTHandle>, RenderOutputProperties) | Execute the frame pass callback. It assumes that the textures are properly initialized and filled. |
Execute(CommandBuffer, List<RTHandle>, RenderOutputProperties) | Execute the frame pass callback. It assumes that the textures are properly initialized and filled. |
IsLightEnabled(GameObject) | Whether a light should be rendered. |
NewDefault() | Instantiate a new AOV request data with default values. Note: Allocates memory by the garbage collector. If you intend only to read the default values, you should use defaultAOVRequestDataNonAlloc. |
SetupDebugData(ref DebugDisplaySettings) | Setup the display manager if necessary. |