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    Class RenderObjectsPass

    The scriptable render pass used with the render objects renderer feature.

    Inheritance
    object
    ScriptableRenderPass
    RenderObjectsPass
    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.OnCameraSetup(CommandBuffer, ref RenderingData)
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)
    ScriptableRenderPass.OnFinishCameraStackRendering(CommandBuffer)
    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.Experimental.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public class RenderObjectsPass : ScriptableRenderPass

    Constructors

    RenderObjectsPass(string, RenderPassEvent, string[], RenderQueueType, int, CustomCameraSettings)

    The constructor for render objects pass.

    Declaration
    public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
    Parameters
    Type Name Description
    string profilerTag

    The profiler tag used with the pass.

    RenderPassEvent renderPassEvent

    Controls when the render pass executes.

    string[] shaderTags

    List of shader tags to render with.

    RenderQueueType renderQueueType

    The queue type for the objects to render.

    int layerMask

    The layer mask to use for creating filtering settings that control what objects get rendered.

    RenderObjects.CustomCameraSettings cameraSettings

    The settings for custom cameras values.

    Properties

    overrideMaterial

    The override material to use.

    Declaration
    public Material overrideMaterial { get; set; }
    Property Value
    Type Description
    Material

    overrideMaterialPassIndex

    The pass index to use with the override material.

    Declaration
    public int overrideMaterialPassIndex { get; set; }
    Property Value
    Type Description
    int

    overrideShader

    The override shader to use.

    Declaration
    public Shader overrideShader { get; set; }
    Property Value
    Type Description
    Shader

    overrideShaderPassIndex

    The pass index to use with the override shader.

    Declaration
    public int overrideShaderPassIndex { get; set; }
    Property Value
    Type Description
    int

    Methods

    Execute(ScriptableRenderContext, ref RenderingData)

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

    Declaration
    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderContext context

    Use this render context to issue any draw commands during execution

    RenderingData renderingData

    Current rendering state information

    Overrides
    ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)

    RecordRenderGraph(RenderGraph, FrameResources, ref RenderingData)

    Record the render graph pass. This is where custom rendering occurs. Specific details are left to the implementation

    Declaration
    public override void RecordRenderGraph(RenderGraph renderGraph, FrameResources frameResources, ref RenderingData renderingData)
    Parameters
    Type Name Description
    RenderGraph renderGraph
    FrameResources frameResources
    RenderingData renderingData
    Overrides
    ScriptableRenderPass.RecordRenderGraph(RenderGraph, FrameResources, ref RenderingData)

    SetDepthState(bool, CompareFunction)

    Sets the write and comparison function for depth.

    Declaration
    public void SetDepthState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
    Parameters
    Type Name Description
    bool writeEnabled

    Sets whether it should write to depth or not.

    CompareFunction function

    The depth comparison function to use.

    SetStencilState(int, CompareFunction, StencilOp, StencilOp, StencilOp)

    Sets up the stencil settings for the pass.

    Declaration
    public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
    Parameters
    Type Name Description
    int reference

    The stencil reference value.

    CompareFunction compareFunction

    The comparison function to use.

    StencilOp passOp

    The stencil operation to use when the stencil test passes.

    StencilOp failOp

    The stencil operation to use when the stencil test fails.

    StencilOp zFailOp

    The stencil operation to use when the stencil test fails because of depth.

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