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    Class ScriptableRendererFeature

    You can add a ScriptableRendererFeature to the ScriptableRenderer. Use this scriptable renderer feature to inject render passes into the renderer.

    Inheritance
    object
    Object
    ScriptableObject
    ScriptableRendererFeature
    FullScreenPassRendererFeature
    RenderObjects
    Implements
    IDisposable
    Inherited Members
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    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: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    [ExcludeFromPreset]
    public abstract class ScriptableRendererFeature : ScriptableObject, IDisposable

    Properties

    isActive

    Returns the state of the ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). Use the method ScriptableRenderFeature.SetActive to change the value of this variable.

    Declaration
    public bool isActive { get; }
    Property Value
    Type Description
    bool
    See Also
    ScriptableRenderer
    ScriptableRenderPass

    Methods

    AddRenderPasses(ScriptableRenderer, ref RenderingData)

    Injects one or multiple ScriptableRenderPass in the renderer.

    Declaration
    public abstract void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderer renderer

    Renderer used for adding render passes.

    RenderingData renderingData

    Rendering state. Use this to setup render passes.

    See Also
    ScriptableRenderer
    ScriptableRenderPass

    Create()

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

    Declaration
    public abstract void Create()
    See Also
    ScriptableRenderer
    ScriptableRenderPass

    Dispose()

    Disposable pattern implementation.

    Declaration
    public void Dispose()
    See Also
    ScriptableRenderer
    ScriptableRenderPass

    Dispose(bool)

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

    Declaration
    protected virtual void Dispose(bool disposing)
    Parameters
    Type Name Description
    bool disposing
    See Also
    ScriptableRenderer
    ScriptableRenderPass

    OnCameraPreCull(ScriptableRenderer, in CameraData)

    Callback before cull happens in renderer.

    Declaration
    public virtual void OnCameraPreCull(ScriptableRenderer renderer, in CameraData cameraData)
    Parameters
    Type Name Description
    ScriptableRenderer renderer

    Renderer of callback.

    CameraData cameraData

    CameraData contains all relevant render target information for the camera.

    See Also
    ScriptableRenderer
    ScriptableRenderPass

    SetActive(bool)

    Sets the state of ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). If the feature is active, it is added to the renderer it is attached to, otherwise the feature is skipped while rendering.

    Declaration
    public void SetActive(bool active)
    Parameters
    Type Name Description
    bool active

    The true value activates the ScriptableRenderFeature and the false value deactivates it.

    See Also
    ScriptableRenderer
    ScriptableRenderPass

    SetupRenderPasses(ScriptableRenderer, in RenderingData)

    Callback after render targets are initialized. This allows for accessing targets from renderer after they are created and ready.

    Declaration
    public virtual void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderer renderer

    Renderer used for adding render passes.

    RenderingData renderingData

    Rendering state. Use this to setup render passes.

    See Also
    ScriptableRenderer
    ScriptableRenderPass

    Implements

    IDisposable

    See Also

    ScriptableRenderer
    ScriptableRenderPass

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    In This Article
    • Properties
      • isActive
    • Methods
      • AddRenderPasses(ScriptableRenderer, ref RenderingData)
      • Create()
      • Dispose()
      • Dispose(bool)
      • OnCameraPreCull(ScriptableRenderer, in CameraData)
      • SetActive(bool)
      • SetupRenderPasses(ScriptableRenderer, in RenderingData)
    • Implements
    • See Also
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