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    Class DepthNormalOnlyPass

    Render all objects that have a 'DepthNormals' and/or 'DepthNormalsOnly' pass into the given depth and normal buffers.

    Inheritance
    object
    ScriptableRenderPass
    DepthNormalOnlyPass
    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 DepthNormalOnlyPass : ScriptableRenderPass

    Constructors

    Name Description
    DepthNormalOnlyPass(RenderPassEvent, RenderQueueRange, LayerMask)

    Creates a new DepthNormalOnlyPass instance.

    Methods

    Name Description
    Execute(ScriptableRenderContext, ref RenderingData)

    Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation

    GetGraphicsFormat()

    Finds the format to use for the normals texture.

    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.

    Setup(RTHandle, RTHandle)

    Configures the pass.

    Setup(RTHandle, RTHandle, RTHandle)

    Configure the pass

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