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.
Inherited Members
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
Setup(RenderTextureDescriptor, RenderTargetHandle)
Setup the pass
Declaration
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle)
Parameters
Type | Name | Description |
---|---|---|
RenderTextureDescriptor | baseDescriptor | |
RenderTargetHandle | colorAttachmentHandle |