Class XROcclusionMeshPass
Draw the XR occlusion mesh into the current depth buffer when XR is enabled.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class XROcclusionMeshPass : ScriptableRenderPass
Constructors
XROcclusionMeshPass(RenderPassEvent)
Declaration
public XROcclusionMeshPass(RenderPassEvent evt)
Parameters
Type | Name | Description |
---|---|---|
RenderPassEvent | evt |
Fields
m_IsActiveTargetBackBuffer
Used to indicate if the active target of the pass is the back buffer
Declaration
public bool m_IsActiveTargetBackBuffer
Field Value
Type | Description |
---|---|
bool |
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 |