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    Class OpaquePostProcessPass

    Perform Opaque post-processing using the given color attachment as the source and destination

    You can use this pass to apply post-processing to the given color buffer. The pass uses the currently configured post-process stack, and it copies the result back to the source texture.

    Inheritance
    System.Object
    ScriptableRenderPass
    OpaquePostProcessPass
    Inherited Members
    ScriptableRenderPass.FrameCleanup(CommandBuffer)
    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 OpaquePostProcessPass : ScriptableRenderPass

    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)

    Setup(RenderTextureDescriptor, RenderTargetHandle)

    Setup the pass

    Declaration
    public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle)
    Parameters
    Type Name Description
    RenderTextureDescriptor baseDescriptor
    RenderTargetHandle colorAttachmentHandle
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