Class ScriptableRendererFeature
You can add a ScriptableRendererFeature to the ScriptableRenderer. Use this scriptable renderer feature to inject render passes into the renderer.
Namespace: UnityEngine.Rendering.Universal
Syntax
public abstract class ScriptableRendererFeature : ScriptableObject, IDisposable
Properties
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.
Declaration
public bool isActive { get; }
Property Value
| Type | Description |
|---|---|
| Boolean |
Methods
AddRenderPasses(ScriptableRenderer, ref RenderingData)
Injects one or multiple ScriptableRenderPass in the renderer.
Declaration
public abstract void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
Parameters
| Type | Name | Description |
|---|---|---|
| ScriptableRenderer | renderer | |
| RenderingData | renderingData | Rendering state. Use this to setup render passes. |
Create()
Initializes this feature's resources. This is called every time serialization happens.
Declaration
public abstract void Create()
Dispose()
Disposable pattern implementation.
Declaration
public void Dispose()
Dispose(Boolean)
Declaration
protected virtual void Dispose(bool disposing)
Parameters
| Type | Name | Description |
|---|---|---|
| Boolean | disposing |
SetActive(Boolean)
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.
Declaration
public void SetActive(bool active)
Parameters
| Type | Name | Description |
|---|---|---|
| Boolean | active | The true value activates the ScriptableRenderFeature and the false value deactivates it. |