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    Class VrsCustomPass

    Variable Rate Shading (VRS) Custom Pass

    Inheritance
    object
    CustomPass
    VrsCustomPass
    Implements
    IVersionable<CustomPass.Version>
    Inherited Members
    CustomPass.name
    CustomPass.enabled
    CustomPass.targetColorBuffer
    CustomPass.targetDepthBuffer
    CustomPass.clearFlags
    CustomPass.fadeValue
    CustomPass.injectionPoint
    CustomPass.executeInSceneView
    CustomPass.enableVariableRateShading
    CustomPass.AggregateCullingParameters(ref ScriptableCullingParameters, HDCamera)
    CustomPass.Execute(ScriptableRenderContext, CommandBuffer, HDCamera, CullingResults)
    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.RegisterMaterialForInspector()
    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 VrsCustomPass : CustomPass, IVersionable<CustomPass.Version>

    Fields

    vrsColorMask

    Color texture to convert into shading rate.

    Valid colors are defined by the variable rate shading (VRS) look up table (LUT). VrsLut

    Declaration
    public Texture vrsColorMask
    Field Value
    Type Description
    Texture

    Methods

    Cleanup()

    Called when HDRP is destroyed. Allow you to free custom buffers.

    Declaration
    protected override void Cleanup()
    Overrides
    CustomPass.Cleanup()

    Execute(CustomPassContext)

    Execute the pass with the fullscreen setup

    Declaration
    protected override void Execute(CustomPassContext ctx)
    Parameters
    Type Name Description
    CustomPassContext ctx

    The context of the custom pass. Contains command buffer, render context, buffer, etc.

    Overrides
    CustomPass.Execute(CustomPassContext)

    Setup(ScriptableRenderContext, CommandBuffer)

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

    Declaration
    protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
    Parameters
    Type Name Description
    ScriptableRenderContext renderContext

    The render context

    CommandBuffer cmd

    Current command buffer of the frame

    Overrides
    CustomPass.Setup(ScriptableRenderContext, CommandBuffer)

    Implements

    IVersionable<TVersion>
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