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
Syntax
public class DrawObjectsPass : ScriptableRenderPass
Constructors
DrawObjectsPass(String, ShaderTagId[], Boolean, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, Int32)
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 | |
Boolean | opaque | |
RenderPassEvent | evt | |
RenderQueueRange | renderQueueRange | |
LayerMask | layerMask | |
StencilState | stencilState | |
Int32 | stencilReference |
DrawObjectsPass(String, Boolean, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, Int32)
Declaration
public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
Parameters
Type | Name | Description |
---|---|---|
String | profilerTag | |
Boolean | opaque | |
RenderPassEvent | evt | |
RenderQueueRange | renderQueueRange | |
LayerMask | layerMask | |
StencilState | stencilState | |
Int32 | stencilReference |
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 |