Class PostProcessPass
Renders the post-processing effect stack.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class PostProcessPass : ScriptableRenderPass
Constructors
PostProcessPass(RenderPassEvent, PostProcessData, Material)
Declaration
public PostProcessPass(RenderPassEvent evt, PostProcessData data, Material blitMaterial)
Parameters
Type | Name | Description |
---|---|---|
RenderPassEvent | evt | |
PostProcessData | data | |
Material | blitMaterial |
Methods
CanRunOnTile()
Declaration
public bool CanRunOnTile()
Returns
Type | Description |
---|---|
bool |
Cleanup()
Declaration
public void Cleanup()
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
ResetHistory()
Declaration
public void ResetHistory()
Setup(in RenderTextureDescriptor, in RenderTargetHandle, bool, in RenderTargetHandle, in RenderTargetHandle, bool, bool)
Declaration
public void Setup(in RenderTextureDescriptor baseDescriptor, in RenderTargetHandle source, bool resolveToScreen, in RenderTargetHandle depth, in RenderTargetHandle internalLut, bool hasFinalPass, bool enableSRGBConversion)
Parameters
Type | Name | Description |
---|---|---|
RenderTextureDescriptor | baseDescriptor | |
RenderTargetHandle | source | |
bool | resolveToScreen | |
RenderTargetHandle | depth | |
RenderTargetHandle | internalLut | |
bool | hasFinalPass | |
bool | enableSRGBConversion |
Setup(in RenderTextureDescriptor, in RenderTargetHandle, RenderTargetHandle, in RenderTargetHandle, in RenderTargetHandle, bool, bool)
Declaration
public void Setup(in RenderTextureDescriptor baseDescriptor, in RenderTargetHandle source, RenderTargetHandle destination, in RenderTargetHandle depth, in RenderTargetHandle internalLut, bool hasFinalPass, bool enableSRGBConversion)
Parameters
Type | Name | Description |
---|---|---|
RenderTextureDescriptor | baseDescriptor | |
RenderTargetHandle | source | |
RenderTargetHandle | destination | |
RenderTargetHandle | depth | |
RenderTargetHandle | internalLut | |
bool | hasFinalPass | |
bool | enableSRGBConversion |
SetupFinalPass(in RenderTargetHandle, bool)
Declaration
public void SetupFinalPass(in RenderTargetHandle source, bool useSwapBuffer = false)
Parameters
Type | Name | Description |
---|---|---|
RenderTargetHandle | source | |
bool | useSwapBuffer |