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    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.

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