Class XROcclusionMeshPass
Draw the XR occlusion mesh into the current depth buffer when XR is enabled.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class XROcclusionMeshPass : ScriptableRenderPass
Constructors
XROcclusionMeshPass(RenderPassEvent)
Declaration
public XROcclusionMeshPass(RenderPassEvent evt)
Parameters
| Type | Name | Description |
|---|---|---|
| RenderPassEvent | evt |
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 |
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 |