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    Class FullScreenPassRendererFeature

    This renderer feature lets you create single-pass full screen post processing effects without needing to write code.

    Inheritance
    object
    Object
    ScriptableObject
    ScriptableRendererFeature
    FullScreenPassRendererFeature
    Implements
    IDisposable
    ISerializationCallbackReceiver
    Inherited Members
    ScriptableRendererFeature.isActive
    ScriptableRendererFeature.Create()
    ScriptableRendererFeature.OnCameraPreCull(ScriptableRenderer, in CameraData)
    ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, ref RenderingData)
    ScriptableRendererFeature.SetupRenderPasses(ScriptableRenderer, in RenderingData)
    ScriptableRendererFeature.SetActive(bool)
    ScriptableRendererFeature.Dispose()
    ScriptableRendererFeature.Dispose(bool)
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Global Namespace
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public class FullScreenPassRendererFeature : ScriptableRendererFeature, IDisposable, ISerializationCallbackReceiver

    Fields

    Name Description
    bindDepthStencilAttachment

    Specifies if the active camera's depth-stencil buffer should be bound when rendering the full screen pass. Disabling this will ensure that the material's depth and stencil commands will have no effect (this could also have a slight performance benefit).

    fetchColorBuffer

    Specifies whether the assigned material will need to use the current screen contents as an input texture. Disable this to optimize away an extra color copy pass when you know that the assigned material will only need to write on top of or hardware blend with the contents of the active color target.

    injectionPoint

    Specifies at which injection point the pass will be rendered.

    passIndex

    The shader pass index that should be used when rendering the assigned material.

    passMaterial

    The material used to render the full screen pass (typically based on the Fullscreen Shader Graph target).

    requirements

    A mask of URP textures that the assigned material will need access to. Requesting unused requirements can degrade performance unnecessarily as URP might need to run additional rendering passes to generate them.

    Methods

    Name Description
    AddRenderPasses(ScriptableRenderer, ref RenderingData)

    Injects one or multiple ScriptableRenderPass in the renderer.

    Create()

    Initializes this feature's resources. This is called every time serialization happens.

    Dispose(bool)

    Called by Dispose(). Override this function to clean up resources in your renderer.

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    on 06 October 2023