Class DepthOnlyPass
Render all objects that have a 'DepthOnly' pass into the given depth buffer.
You can use this pass to prime a depth buffer for subsequent rendering. Use it as a z-prepass, or use it to generate a depth buffer.
Inherited Members
Namespace: UnityEngine.Experimental.Rendering.LightweightPipeline
Syntax
public class DepthOnlyPass : ScriptableRenderPass
Constructors
DepthOnlyPass()
Create the DepthOnlyPass
Declaration
public DepthOnlyPass()
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
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
Setup(RenderTextureDescriptor, RenderTargetHandle, SampleCount)
Configure the pass
Declaration
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle, SampleCount samples)
Parameters
Type | Name | Description |
---|---|---|
RenderTextureDescriptor | baseDescriptor | |
RenderTargetHandle | depthAttachmentHandle | |
SampleCount | samples |