Class CopyColorPass
Copy the given color buffer to the given destination color buffer.
You can use this pass to copy a color buffer to the destination, so you can use it later in rendering. For example, you can copy the opaque texture to use it for distortion effects.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class CopyColorPass : ScriptableRenderPass
Constructors
Name | Description |
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CopyColorPass(RenderPassEvent, Material, Material) | Creates a new |
Methods
Name | Description |
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ConfigureDescriptor(Downsampling, ref RenderTextureDescriptor, out FilterMode) | Get a descriptor and filter mode for the required texture for this pass |
Execute(ScriptableRenderContext, ref RenderingData) | Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation |
OnCameraCleanup(CommandBuffer) | Called upon finish rendering a camera. You can use this callback to release any resources created by this render pass that need to be cleanup once camera has finished rendering. This method be called for all cameras in a camera stack. |
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 |
Setup(RTHandle, RTHandle, Downsampling) | Configure the pass with the source and destination to execute on. |