Class DrawRenderersCustomPass
DrawRenderers Custom Pass
Implements
Inherited Members
Namespace: UnityEngine .Rendering.HighDefinition
Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
Syntax
[Serializable]
public class DrawRenderersCustomPass : CustomPass, IVersionable<CustomPass.Version>
Fields
Name | Description |
---|---|
depth |
Overrides the Depth comparison function, only used when overrideDepthState is true. |
depth |
Overrides the Depth write, only used when overrideDepthState is true. |
layer |
Layer Mask filter, select which layer to render. |
override |
When true, overrides the depth state of the objects. |
override |
Replaces the material of selected renders by this one, be sure to also set overrideMaterialPassName to a good value when using this property. |
override |
Select which pass will be used to render objects when using an override material. |
override |
Controls how the material on each renderer will be replaced. Material mode uses overrideMaterial. Shader mode uses overrideShader. |
override |
Replaces the shader of selected renderers while using the current material properties. |
override |
Select whih pass will be used to render objects when using an override material. |
override |
Override the stencil state of the objects. |
render |
Render Queue filter to select which kind of object to render. |
shader |
Set the shader pass to use when the override material is null |
sorting |
Sorting flags of the objects to render. |
stencil |
Comparison operation between the stencil buffer and the reference value. |
stencil |
Operation to execute if the depth test fails. |
stencil |
Operation to execute if the stencil test fails. |
stencil |
Operation to execute if the stencil test passes. |
stencil |
Read mask of the stencil |
stencil |
Stencil reference value. Be careful when using this value to write in the stencil buffer to not overwrite HDRP stencil bits. |
stencil |
Write mask of the stencil. |
Methods
Name | Description |
---|---|
Aggregate |
Use this method if you want to draw objects that are not visible in the camera. For example if you disable a layer in the camera and add it in the culling parameters, then the culling result will contains your layer. |
Execute(Custom |
Execute the DrawRenderers with parameters setup from the editor |
Register |
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. |
Setup(Scriptable |
Called before the first execution of the pass occurs. Allow you to allocate custom buffers. |