Class FullScreenCustomPass
FullScreen Custom Pass
Implements
Inherited Members
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. |