docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class FullScreenCustomPass

    FullScreen Custom Pass

    Inheritance
    object
    CustomPass
    FullScreenCustomPass
    Implements
    IVersionable<CustomPass.Version>
    Inherited Members
    CustomPass.name
    CustomPass.enabled
    CustomPass.targetColorBuffer
    CustomPass.targetDepthBuffer
    CustomPass.clearFlags
    CustomPass.fadeValue
    CustomPass.injectionPoint
    CustomPass.executeInSceneView
    CustomPass.AggregateCullingParameters(ref ScriptableCullingParameters, HDCamera)
    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 FullScreenCustomPass : CustomPass, IVersionable<CustomPass.Version>

    Fields

    Name Description
    fetchColorBuffer

    Set to true if your shader will sample in the camera color buffer.

    fullscreenPassMaterial

    Material used for the fullscreen pass, it's shader must have been created with.

    materialPassName

    Name of the pass to use in the fullscreen material.

    Methods

    Name Description
    Execute(CustomPassContext)

    Execute the pass with the fullscreen setup

    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)