Class RenderObjectsPass
Inheritance
RenderObjectsPass
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class RenderObjectsPass : ScriptableRenderPass
Constructors
RenderObjectsPass(string, RenderPassEvent, string[], RenderQueueType, int, CustomCameraSettings)
Declaration
public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
Parameters
Properties
overrideMaterial
Declaration
public Material overrideMaterial { get; set; }
Property Value
overrideMaterialPassIndex
Declaration
public int overrideMaterialPassIndex { get; set; }
Property Value
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
SetDetphState(bool, CompareFunction)
Declaration
public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
Parameters
SetStencilState(int, CompareFunction, StencilOp, StencilOp, StencilOp)
Declaration
public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
Parameters