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
DepthOnlyPass(RenderPassEvent, RenderQueueRange, LayerMask)
Creates a new DepthOnlyPass
instance.
Declaration
public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
Parameters
Type | Name | Description |
---|---|---|
RenderPassEvent | evt | The |
RenderQueueRange | renderQueueRange | The |
LayerMask | layerMask | The layer mask to use for creating filtering settings that control what objects get rendered. |
See Also
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
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
.
Declaration
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
Parameters
Type | Name | Description |
---|---|---|
CommandBuffer | cmd | CommandBuffer to enqueue rendering commands. This will be executed by the pipeline. |
RenderingData | renderingData | Current rendering state information |
Overrides
See Also
Setup(RenderTextureDescriptor, RTHandle)
Configures the pass.
Declaration
public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle depthAttachmentHandle)
Parameters
Type | Name | Description |
---|---|---|
RenderTextureDescriptor | baseDescriptor | The |
RTHandle | depthAttachmentHandle | The |