Class PostProcessPass
Renders the post-processing effect stack.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
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 |
---|---|
Boolean |
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
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 RTHandle, Boolean, in RTHandle, in RTHandle, Boolean, Boolean)
Declaration
public void Setup(in RenderTextureDescriptor baseDescriptor, in RTHandle source, bool resolveToScreen, in RTHandle depth, in RTHandle internalLut, bool hasFinalPass, bool enableSRGBConversion)
Parameters
Type | Name | Description |
---|---|---|
RenderTextureDescriptor | baseDescriptor | |
RTHandle | source | |
Boolean | resolveToScreen | |
RTHandle | depth | |
RTHandle | internalLut | |
Boolean | hasFinalPass | |
Boolean | enableSRGBConversion |
Setup(in RenderTextureDescriptor, in RTHandle, RTHandle, in RTHandle, in RTHandle, Boolean, Boolean)
Declaration
public void Setup(in RenderTextureDescriptor baseDescriptor, in RTHandle source, RTHandle destination, in RTHandle depth, in RTHandle internalLut, bool hasFinalPass, bool enableSRGBConversion)
Parameters
Type | Name | Description |
---|---|---|
RenderTextureDescriptor | baseDescriptor | |
RTHandle | source | |
RTHandle | destination | |
RTHandle | depth | |
RTHandle | internalLut | |
Boolean | hasFinalPass | |
Boolean | enableSRGBConversion |
SetupFinalPass(in RTHandle, Boolean)
Declaration
public void SetupFinalPass(in RTHandle source, bool useSwapBuffer = false)
Parameters
Type | Name | Description |
---|---|---|
RTHandle | source | |
Boolean | useSwapBuffer |