docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class DrawRenderersCustomPass

    DrawRenderers Custom Pass

    Inheritance
    object
    CustomPass
    DrawRenderersCustomPass
    ObjectIDCustomPass
    Implements
    IVersionable<CustomPass.Version>
    Inherited Members
    CustomPass.name
    CustomPass.enabled
    CustomPass.targetColorBuffer
    CustomPass.targetDepthBuffer
    CustomPass.clearFlags
    CustomPass.fadeValue
    CustomPass.injectionPoint
    CustomPass.executeInSceneView
    CustomPass.Execute(ScriptableRenderContext, CommandBuffer, HDCamera, CullingResults)
    CustomPass.Cleanup()
    CustomPass.SetCameraRenderTarget(CommandBuffer, bool, ClearFlag)
    CustomPass.SetCustomRenderTarget(CommandBuffer, bool, ClearFlag)
    CustomPass.SetRenderTargetAuto(CommandBuffer)
    CustomPass.ResolveMSAAColorBuffer(CommandBuffer, HDCamera)
    CustomPass.ResolveMSAAColorBuffer(CustomPassContext)
    CustomPass.GetCameraBuffers(out RTHandle, out RTHandle)
    CustomPass.GetCustomBuffers(out RTHandle, out 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)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    public class DrawRenderersCustomPass : CustomPass, IVersionable<CustomPass.Version>

    Fields

    Name Description
    depthCompareFunction

    Overrides the Depth comparison function, only used when overrideDepthState is true.

    depthWrite

    Overrides the Depth write, only used when overrideDepthState is true.

    layerMask

    Layer Mask filter, select which layer to render.

    overrideDepthState

    When true, overrides the depth state of the objects.

    overrideMaterial

    Replaces the material of selected renders by this one, be sure to also set overrideMaterialPassName to a good value when using this property.

    overrideMaterialPassName

    Select which pass will be used to render objects when using an override material.

    overrideMode

    Controls how the material on each renderer will be replaced. Material mode uses overrideMaterial. Shader mode uses overrideShader.

    overrideShader

    Replaces the shader of selected renderers while using the current material properties.

    overrideShaderPassName

    Select whih pass will be used to render objects when using an override material.

    overrideStencil

    Override the stencil state of the objects.

    renderQueueType

    Render Queue filter to select which kind of object to render.

    shaderPass

    Set the shader pass to use when the override material is null

    sortingCriteria

    Sorting flags of the objects to render.

    stencilCompareFunction

    Comparison operation between the stencil buffer and the reference value.

    stencilDepthFailOperation

    Operation to execute if the depth test fails.

    stencilFailOperation

    Operation to execute if the stencil test fails.

    stencilPassOperation

    Operation to execute if the stencil test passes.

    stencilReadMask

    Read mask of the stencil

    stencilReferenceValue

    Stencil reference value. Be careful when using this value to write in the stencil buffer to not overwrite HDRP stencil bits.

    stencilWriteMask

    Write mask of the stencil.

    Methods

    Name Description
    AggregateCullingParameters(ref ScriptableCullingParameters, HDCamera)

    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(CustomPassContext)

    Execute the DrawRenderers with parameters setup from the editor

    RegisterMaterialForInspector()

    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(ScriptableRenderContext, CommandBuffer)

    Called before the first execution of the pass occurs. Allow you to allocate custom buffers.

    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)