Class SetupForwardRenderingPass
Set up camera properties for the current pass.
This pass is used to configure shader uniforms and other unity properties that are required for rendering.
- Setup Camera RenderTarget and Viewport
- VR Camera Setup and SINGLE_PASS_STEREO props
- Setup camera view, projection and their inverse matrices.
- Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams
- Setup camera world clip planes properties
- Setup HDR keyword
- Setup global time properties (_Time, _SinTime, _CosTime)
Inherited Members
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 SetupForwardRenderingPass : 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 |