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 |
---|---|---|
CustomPass.RenderQueueType | queue | The render queue filter to select which object will be rendered |
LayerMask | 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 |
SortingCriteria | sorting | Sorting options when rendering objects |
ClearFlag | clearFlags | Clear options when the target buffers are bound. Before executing the pass |
CustomPass.TargetBuffer | targetColorBuffer | Target Color buffer |
CustomPass.TargetBuffer | targetDepthBuffer | Target Depth buffer. Note: It's also the buffer which will do the Depth Test |
Returns
Type | Description |
---|---|
DrawRenderersCustomPass |