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    Class PostProcessPass

    Renders the post-processing effect stack.

    Inheritance
    Object
    ScriptableRenderPass
    PostProcessPass
    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.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 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
    ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)

    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
    ScriptableRenderPass.OnCameraSetup(CommandBuffer, ref RenderingData)
    See Also
    UnityEngine.Rendering.Universal.ScriptableRenderPass.ConfigureTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)
    ConfigureClear(ClearFlag, Color)

    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
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