Class FullScreenPassRendererFeature
FullScreenPass is a renderer feature used to change screen appearance such as post processing effect. This implementation
lets it's user create an effect with minimal code involvement.
Inheritance
FullScreenPassRendererFeature
Inherited Members
ScriptableObject.CreateInstance<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class FullScreenPassRendererFeature : ScriptableRendererFeature, IDisposable
Fields
Name |
Description |
injectionPoint
|
Selection for when the effect is rendered.
|
passIndex
|
An index that tells renderer feature which pass to use if passMaterial contains more than one. Default is 0.
We draw custom pass index entry with the custom dropdown inside FullScreenPassRendererFeatureEditor that sets this value.
Setting it directly will be overridden by the editor class.
|
passMaterial
|
Material the Renderer Feature uses to render the effect.
|
requirements
|
One or more requirements for pass. Based on chosen flags certain passes will be added to the pipeline.
|
Methods
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