Class CopyColorPass | Package Manager UI website
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    Class CopyColorPass

    Copy the given color buffer to the given destination color buffer.

    You can use this pass to copy a color buffer to the destination, so you can use it later in rendering. For example, you can copy the opaque texture to use it for distortion effects.

    Inheritance
    System.Object
    ScriptableRenderPass
    CopyColorPass
    Inherited Members
    ScriptableRenderPass.RegisterShaderPassName(String)
    ScriptableRenderPass.CreateDrawRendererSettings(Camera, SortFlags, RendererConfiguration, Boolean)
    ScriptableRenderPass.SetRenderTarget(CommandBuffer, RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction, ClearFlag, Color, TextureDimension)
    ScriptableRenderPass.SetRenderTarget(CommandBuffer, RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction, RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction, ClearFlag, Color, TextureDimension)
    System.Object.ToString()
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    Namespace: UnityEngine.Experimental.Rendering.LightweightPipeline
    Syntax
    public class CopyColorPass : ScriptableRenderPass

    Constructors

    CopyColorPass()

    Create the CopyColorPass

    Declaration
    public CopyColorPass()

    Methods

    Execute(ScriptableRenderer, ScriptableRenderContext, ref RenderingData)

    Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation

    Declaration
    public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderer renderer

    The currently executing renderer. Contains configuration for the current execute call.

    ScriptableRenderContext context

    Use this render context to issue any draw commands during execution

    RenderingData renderingData

    Current rendering state information

    Overrides
    ScriptableRenderPass.Execute(ScriptableRenderer, ScriptableRenderContext, ref RenderingData)

    FrameCleanup(CommandBuffer)

    Cleanup any allocated data that was created during the execution of the pass.

    Declaration
    public override void FrameCleanup(CommandBuffer cmd)
    Parameters
    Type Name Description
    CommandBuffer cmd

    Use this CommandBuffer to cleanup any generated data

    Overrides
    ScriptableRenderPass.FrameCleanup(CommandBuffer)

    Setup(RenderTargetHandle, RenderTargetHandle)

    Configure the pass with the source and destination to execute on.

    Declaration
    public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
    Parameters
    Type Name Description
    RenderTargetHandle source

    Source Render Target

    RenderTargetHandle destination

    Destination Render Target

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