docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class CopyDepthPass

    Copy the given depth buffer into the given destination depth buffer.

    You can use this pass to copy a depth buffer to a destination, so you can use it later in rendering. If the source texture has MSAA enabled, the pass uses a custom MSAA resolve. If the source texture does not have MSAA enabled, the pass uses a Blit or a Copy Texture operation, depending on what the current platform supports.

    Inheritance
    object
    ScriptableRenderPass
    CopyDepthPass
    Inherited Members
    ScriptableRenderPass.k_CameraTarget
    ScriptableRenderPass.renderPassEvent
    ScriptableRenderPass.colorAttachmentHandles
    ScriptableRenderPass.colorAttachmentHandle
    ScriptableRenderPass.depthAttachmentHandle
    ScriptableRenderPass.colorStoreActions
    ScriptableRenderPass.depthStoreAction
    ScriptableRenderPass.input
    ScriptableRenderPass.clearFlag
    ScriptableRenderPass.clearColor
    ScriptableRenderPass.profilingSampler
    ScriptableRenderPass.ConfigureInput(ScriptableRenderPassInput)
    ScriptableRenderPass.ConfigureColorStoreAction(RenderBufferStoreAction, uint)
    ScriptableRenderPass.ConfigureColorStoreActions(RenderBufferStoreAction[])
    ScriptableRenderPass.ConfigureDepthStoreAction(RenderBufferStoreAction)
    ScriptableRenderPass.ResetTarget()
    ScriptableRenderPass.ConfigureTarget(RTHandle, RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle[], RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle[])
    ScriptableRenderPass.ConfigureClear(ClearFlag, Color)
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    ScriptableRenderPass.OnFinishCameraStackRendering(CommandBuffer)
    ScriptableRenderPass.RecordRenderGraph(RenderGraph, FrameResources, ref RenderingData)
    ScriptableRenderPass.Blit(CommandBuffer, RTHandle, RTHandle, Material, int)
    ScriptableRenderPass.Blit(CommandBuffer, ref RenderingData, Material, int)
    ScriptableRenderPass.Blit(CommandBuffer, ref RenderingData, RTHandle, Material, int)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, ref RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, ref RenderingData, SortingCriteria)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.Universal.Internal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public class CopyDepthPass : ScriptableRenderPass

    Constructors

    Name Description
    CopyDepthPass(RenderPassEvent, Material, bool, bool, bool)

    Creates a new CopyDepthPass instance.

    Methods

    Name Description
    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 ConfigureTarget and ConfigureClear.

    Render(RenderGraph, TextureHandle, TextureHandle, ref RenderingData, string)

    Sets up the Copy Depth pass for RenderGraph execution

    Setup(RTHandle, RTHandle)

    Configure the pass with the source and destination to execute on.

    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)