Method CreateDrawRenderersPass
CreateDrawRenderersPass(RenderQueueType, LayerMask, Material, string, SortingCriteria, ClearFlag, TargetBuffer, TargetBuffer)
Create a Custom Pass to render objects
Declaration
public static DrawRenderersCustomPass CreateDrawRenderersPass(CustomPass.RenderQueueType queue, LayerMask mask, Material overrideMaterial, string overrideMaterialPassName = "Forward", SortingCriteria sorting = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder, ClearFlag clearFlags = ClearFlag.None, CustomPass.TargetBuffer targetColorBuffer = TargetBuffer.Camera, CustomPass.TargetBuffer targetDepthBuffer = TargetBuffer.Camera)
Parameters
Type | Name | Description |
---|---|---|
Custom |
queue | The render queue filter to select which object will be rendered |
Layer |
mask | The layer mask to select which layer(s) will be rendered |
Material | overrideMaterial | The replacement material to use when renering objects |
string | overrideMaterialPassName | The pass name to use in the override material |
Sorting |
sorting | Sorting options when rendering objects |
Clear |
clearFlags | Clear options when the target buffers are bound. Before executing the pass |
Custom |
targetColorBuffer | Target Color buffer |
Custom |
targetDepthBuffer | Target Depth buffer. Note: It's also the buffer which will do the Depth Test |
Returns
Type | Description |
---|---|
Draw |