Class DrawObjectsPass
Draw objects into the given color and depth target
You can use this pass to render objects that have a material and/or shader with the pass names UniversalForward or SRPDefaultUnlit.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class DrawObjectsPass : ScriptableRenderPass
Constructors
DrawObjectsPass(string, bool, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, int)
Creates a new DrawObjectsPass instance.
Declaration
public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
Parameters
| Type | Name | Description |
|---|---|---|
| string | profilerTag | |
| bool | opaque | |
| RenderPassEvent | evt | |
| RenderQueueRange | renderQueueRange | |
| LayerMask | layerMask | |
| StencilState | stencilState | |
| int | stencilReference |
See Also
DrawObjectsPass(string, ShaderTagId[], bool, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, int)
Creates a new DrawObjectsPass instance.
Declaration
public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
Parameters
| Type | Name | Description |
|---|---|---|
| string | profilerTag | |
| ShaderTagId[] | shaderTagIds | |
| bool | opaque | |
| RenderPassEvent | evt | The |
| RenderQueueRange | renderQueueRange | |
| LayerMask | layerMask | |
| StencilState | stencilState | |
| int | stencilReference |
See Also
Fields
m_IsActiveTargetBackBuffer
Used to indicate if the active target of the pass is the back buffer
Declaration
public bool m_IsActiveTargetBackBuffer
Field Value
| Type | Description |
|---|---|
| bool |
m_ShouldTransparentsReceiveShadows
Used to indicate whether transparent objects should receive shadows or not.
Declaration
public bool m_ShouldTransparentsReceiveShadows
Field Value
| Type | Description |
|---|---|
| bool |
Methods
Execute(ScriptableRenderContext, ref RenderingData)
Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
Declaration
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
Parameters
| Type | Name | Description |
|---|---|---|
| ScriptableRenderContext | context | Use this render context to issue any draw commands during execution |
| RenderingData | renderingData | Current rendering state information |
Overrides
OnExecute(CommandBuffer)
Called before ExecutePass draws the objects.
Declaration
protected virtual void OnExecute(CommandBuffer cmd)
Parameters
| Type | Name | Description |
|---|---|---|
| CommandBuffer | cmd | The command buffer to use. |