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    Class MainLightShadowCasterPass

    Renders a shadow map for the main Light.

    Inheritance
    object
    ScriptableRenderPass
    MainLightShadowCasterPass
    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.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 MainLightShadowCasterPass : ScriptableRenderPass

    Constructors

    MainLightShadowCasterPass(RenderPassEvent)

    Creates a new MainLightShadowCasterPass instance.

    Declaration
    public MainLightShadowCasterPass(RenderPassEvent evt)
    Parameters
    Type Name Description
    RenderPassEvent evt

    The RenderPassEvent to use.

    See Also
    RenderPassEvent

    Methods

    Configure(CommandBuffer, RenderTextureDescriptor)

    This method is called by the renderer before executing the render pass. 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 Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
    Parameters
    Type Name Description
    CommandBuffer cmd

    CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.

    RenderTextureDescriptor cameraTextureDescriptor

    Render texture descriptor of the camera render target.

    Overrides
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    See Also
    ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier)
    ConfigureClear(ClearFlag, Color)

    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)

    Setup(ref RenderingData)

    Sets up the pass.

    Declaration
    public bool Setup(ref RenderingData renderingData)
    Parameters
    Type Name Description
    RenderingData renderingData
    Returns
    Type Description
    bool

    True if the pass should be enqueued, otherwise false.

    See Also
    RenderingData
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