Class 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.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class CopyColorPass : ScriptableRenderPass
Constructors
CopyColorPass(RenderPassEvent, Material, Material)
Create the CopyColorPass
Declaration
public CopyColorPass(RenderPassEvent evt, Material samplingMaterial, Material copyColorMaterial = null)
Parameters
Type | Name | Description |
---|---|---|
RenderPassEvent | evt | |
Material | samplingMaterial | |
Material | copyColorMaterial |
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
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 should 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
OnCameraSetup(CommandBuffer, ref RenderingData)
This method is called by the renderer before rendering a camera
Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget
and ConfigureClear
.
Declaration
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
Parameters
Type | Name | Description |
---|---|---|
CommandBuffer | cmd | CommandBuffer to enqueue rendering commands. This will be executed by the pipeline. |
RenderingData | renderingData | Current rendering state information |
Overrides
See Also
Setup(RenderTargetIdentifier, RenderTargetHandle, Downsampling)
Configure the pass with the source and destination to execute on.
Declaration
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination, Downsampling downsampling)
Parameters
Type | Name | Description |
---|---|---|
RenderTargetIdentifier | source | Source Render Target |
RenderTargetHandle | destination | Destination Render Target |
Downsampling | downsampling |