Class ScriptableRendererFeature
You can add a ScriptableRendererFeature to the ScriptableRenderer. Use this scriptable renderer feature to inject render passes into the renderer.
Implements
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
[ExcludeFromPreset]
public abstract class ScriptableRendererFeature : ScriptableObject, IDisposable
Properties
| Name | Description |
|---|---|
| isActive | Returns the state of the ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). Use the method ScriptableRenderFeature.SetActive to change the value of this variable. |
Methods
| Name | Description |
|---|---|
| AddRenderPasses(ScriptableRenderer, ref RenderingData) | Injects one or multiple |
| Create() | Initializes this feature's resources. This is called every time serialization happens. |
| Dispose() | Disposable pattern implementation. Cleans up resources used by the renderer. |
| Dispose(bool) | Called by Dispose(). Override this function to clean up resources in your renderer. |
| OnCameraPreCull(ScriptableRenderer, in CameraData) | Callback before cull happens in renderer. |
| SetActive(bool) | Sets the state of ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). If the feature is active, it is added to the renderer it is attached to, otherwise the feature is skipped while rendering. |
| SetupRenderPasses(ScriptableRenderer, in RenderingData) | Callback after render targets are initialized. This allows for accessing targets from renderer after they are created and ready. |