Namespace UnityEngine.Rendering.Universal.Internal
Classes
AdditionalLightsShadowCasterPass
Renders a shadow map atlas for additional shadow-casting Lights.
ColorGradingLutPass
Renders a color grading LUT texture.
CopyColorPass
Copy the given color buffer to the given destination color buffer.
You can use this pass to copy a color buffer to the destination, so you can use it later in rendering. For example, you can copy the opaque texture to use it for distortion effects.
CopyDepthPass
Copy the given depth buffer into the given destination depth buffer.
You can use this pass to copy a depth buffer to a destination, so you can use it later in rendering. If the source texture has MSAA enabled, the pass uses a custom MSAA resolve. If the source texture does not have MSAA enabled, the pass uses a Blit or a Copy Texture operation, depending on what the current platform supports.
DepthNormalOnlyPass
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.
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.
FinalBlitPass
Copy the given color target to the current camera target
You can use this pass to copy the result of rendering to the camera target. The pass takes the screen viewport into consideration.
ForwardLights
Computes and submits lighting data to the GPU.
MainLightShadowCasterPass
Renders a shadow map for the main Light.
PostProcessPass
Renders the post-processing effect stack.
ScreenSpaceShadowResolvePass
Resolves shadows in a screen space texture.