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    Class 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.

    Inheritance
    Object
    ScriptableRenderPass
    DepthOnlyPass
    Inherited Members
    ScriptableRenderPass.FrameCleanup(CommandBuffer)
    ScriptableRenderPass.renderPassEvent
    ScriptableRenderPass.colorAttachments
    ScriptableRenderPass.colorAttachment
    ScriptableRenderPass.depthAttachment
    ScriptableRenderPass.input
    ScriptableRenderPass.clearFlag
    ScriptableRenderPass.clearColor
    ScriptableRenderPass.profilingSampler
    ScriptableRenderPass.ConfigureInput(ScriptableRenderPassInput)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier[], RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier[])
    ScriptableRenderPass.ConfigureClear(ClearFlag, Color)
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    ScriptableRenderPass.OnFinishCameraStackRendering(CommandBuffer)
    ScriptableRenderPass.Blit(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, Material, Int32)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, RenderingData, SortingCriteria)
    Namespace: UnityEngine.Rendering.Universal.Internal
    Syntax
    public class DepthOnlyPass : ScriptableRenderPass

    Constructors

    DepthOnlyPass(RenderPassEvent, RenderQueueRange, LayerMask)

    Create the DepthOnlyPass

    Declaration
    public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
    Parameters
    Type Name Description
    RenderPassEvent evt
    RenderQueueRange renderQueueRange
    LayerMask layerMask

    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

    Overrides
    ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)

    OnCameraCleanup(CommandBuffer)

    Called upon finish rendering a camera. You can use this callback to release any resources created by this render pass that need to be cleanup once camera has finished rendering. This method be called for all cameras in a camera stack.

    Declaration
    public override void OnCameraCleanup(CommandBuffer cmd)
    Parameters
    Type Name Description
    CommandBuffer cmd

    Use this CommandBuffer to cleanup any generated data

    Overrides
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)

    OnCameraSetup(CommandBuffer, ref RenderingData)

    Declaration
    public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
    Parameters
    Type Name Description
    CommandBuffer cmd
    RenderingData renderingData
    Overrides
    ScriptableRenderPass.OnCameraSetup(CommandBuffer, ref RenderingData)

    Setup(RenderTextureDescriptor, RenderTargetHandle)

    Configure the pass

    Declaration
    public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
    Parameters
    Type Name Description
    RenderTextureDescriptor baseDescriptor
    RenderTargetHandle depthAttachmentHandle
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