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    Class ColorGradingLutPass

    Renders a color grading LUT texture.

    Inheritance
    Object
    ScriptableRenderPass
    ColorGradingLutPass
    Inherited Members
    ScriptableRenderPass.FrameCleanup(CommandBuffer)
    ScriptableRenderPass.k_CameraTarget
    ScriptableRenderPass.renderPassEvent
    ScriptableRenderPass.colorAttachmentHandles
    ScriptableRenderPass.colorAttachmentHandle
    ScriptableRenderPass.depthAttachmentHandle
    ScriptableRenderPass.colorStoreActions
    ScriptableRenderPass.depthStoreAction
    ScriptableRenderPass.input
    ScriptableRenderPass.clearFlag
    ScriptableRenderPass.clearColor
    ScriptableRenderPass.profilingSampler
    ScriptableRenderPass.ConfigureInput(ScriptableRenderPassInput)
    ScriptableRenderPass.ConfigureColorStoreAction(RenderBufferStoreAction, UInt32)
    ScriptableRenderPass.ConfigureColorStoreActions(RenderBufferStoreAction[])
    ScriptableRenderPass.ConfigureDepthStoreAction(RenderBufferStoreAction)
    ScriptableRenderPass.ConfigureTarget(RTHandle, RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle[], RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle[])
    ScriptableRenderPass.ConfigureClear(ClearFlag, Color)
    ScriptableRenderPass.OnCameraSetup(CommandBuffer, RenderingData)
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)
    ScriptableRenderPass.OnFinishCameraStackRendering(CommandBuffer)
    ScriptableRenderPass.Blit(CommandBuffer, RTHandle, RTHandle, Material, Int32)
    ScriptableRenderPass.Blit(CommandBuffer, RenderingData, Material, Int32)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, RenderingData, SortingCriteria)
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Object.ReferenceEquals(Object, Object)
    Object.ToString()
    Namespace: UnityEngine.Rendering.Universal.Internal
    Syntax
    public class ColorGradingLutPass : ScriptableRenderPass

    Constructors

    ColorGradingLutPass(RenderPassEvent, PostProcessData)

    Declaration
    public ColorGradingLutPass(RenderPassEvent evt, PostProcessData data)
    Parameters
    Type Name Description
    RenderPassEvent evt
    PostProcessData data

    Methods

    Cleanup()

    Declaration
    public void Cleanup()

    ConfigureDescriptor(in PostProcessingData, out RenderTextureDescriptor, out FilterMode)

    Get a descriptor and filter mode for the required texture for this pass

    Declaration
    public void ConfigureDescriptor(in PostProcessingData postProcessingData, out RenderTextureDescriptor descriptor, out FilterMode filterMode)
    Parameters
    Type Name Description
    PostProcessingData postProcessingData
    RenderTextureDescriptor descriptor
    FilterMode filterMode

    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
    ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)

    Setup(in RTHandle)

    Declaration
    public void Setup(in RTHandle internalLut)
    Parameters
    Type Name Description
    RTHandle internalLut
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