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