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    Class ObjectIDCustomPass

    Custom Pass that draws Object IDs

    Inheritance
    object
    CustomPass
    DrawRenderersCustomPass
    ObjectIDCustomPass
    Implements
    IVersionable<CustomPass.Version>
    Inherited Members
    DrawRenderersCustomPass.renderQueueType
    DrawRenderersCustomPass.layerMask
    DrawRenderersCustomPass.sortingCriteria
    DrawRenderersCustomPass.overrideMode
    DrawRenderersCustomPass.overrideMaterial
    DrawRenderersCustomPass.overrideMaterialPassName
    DrawRenderersCustomPass.overrideShader
    DrawRenderersCustomPass.overrideShaderPassName
    DrawRenderersCustomPass.overrideDepthState
    DrawRenderersCustomPass.depthCompareFunction
    DrawRenderersCustomPass.depthWrite
    DrawRenderersCustomPass.overrideStencil
    DrawRenderersCustomPass.stencilReferenceValue
    DrawRenderersCustomPass.stencilWriteMask
    DrawRenderersCustomPass.stencilReadMask
    DrawRenderersCustomPass.stencilCompareFunction
    DrawRenderersCustomPass.stencilPassOperation
    DrawRenderersCustomPass.stencilFailOperation
    DrawRenderersCustomPass.stencilDepthFailOperation
    DrawRenderersCustomPass.shaderPass
    DrawRenderersCustomPass.AggregateCullingParameters(ref ScriptableCullingParameters, HDCamera)
    DrawRenderersCustomPass.Execute(CustomPassContext)
    DrawRenderersCustomPass.RegisterMaterialForInspector()
    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 ObjectIDCustomPass : DrawRenderersCustomPass, IVersionable<CustomPass.Version>

    Methods

    Name Description
    AssignObjectIDs()

    Used to assign an ObjectID (in the form of a color) to every renderer in the scene. If a scene uses dynamic objects or procedural object placement, then the user script should call this function to assign Object IDs to the new objects.

    Setup(ScriptableRenderContext, CommandBuffer)

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

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