Class DepthOnlyPass
Render all objects that have a 'DepthOnly' pass into the given depth buffer.
You can use this pass to prime a depth buffer for subsequent rendering. Use it as a z-prepass, or use it to generate a depth buffer.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class DepthOnlyPass : ScriptableRenderPass
Constructors
Name | Description |
---|---|
DepthOnlyPass(RenderPassEvent, RenderQueueRange, LayerMask) | Creates a new |
Methods
Name | Description |
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Execute(ScriptableRenderContext, ref RenderingData) | Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation |
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(RenderTextureDescriptor, RTHandle) | Configures the pass. |