docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class FinalBlitPass

    Copy the given color target to the current camera target

    You can use this pass to copy the result of rendering to the camera target. The pass takes the screen viewport into consideration.

    Inheritance
    object
    ScriptableRenderPass
    FinalBlitPass
    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.OnCameraCleanup(CommandBuffer)
    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 FinalBlitPass : ScriptableRenderPass

    Constructors

    FinalBlitPass(RenderPassEvent, Material, Material)

    Creates a new FinalBlitPass instance.

    Declaration
    public FinalBlitPass(RenderPassEvent evt, Material blitMaterial, Material blitHDRMaterial)
    Parameters
    Type Name Description
    RenderPassEvent evt

    The RenderPassEvent to use.

    Material blitMaterial

    The Material to use for copying the executing the final blit.

    Material blitHDRMaterial

    The Material to use for copying the executing the final blit when HDR output is active.

    See Also
    RenderPassEvent

    Methods

    Dispose()

    Cleans up resources used by the pass.

    Declaration
    public void Dispose()

    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)

    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
    ScriptableRenderPass.OnCameraSetup(CommandBuffer, ref RenderingData)
    See Also
    ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier)
    ConfigureClear(ClearFlag, Color)

    Setup(RenderTextureDescriptor, RTHandle)

    Configure the pass

    Declaration
    public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle colorHandle)
    Parameters
    Type Name Description
    RenderTextureDescriptor baseDescriptor
    RTHandle colorHandle
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)