Class FullScreenPassRendererFeature
This renderer feature lets you create single-pass full screen post processing effects without needing to write code.
Inherited Members
Namespace: Global Namespace
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class FullScreenPassRendererFeature : ScriptableRendererFeature, IDisposable, ISerializationCallbackReceiver
Fields
bindDepthStencilAttachment
Specifies if the active camera's depth-stencil buffer should be bound when rendering the full screen pass. Disabling this will ensure that the material's depth and stencil commands will have no effect (this could also have a slight performance benefit).
Declaration
public bool bindDepthStencilAttachment
Field Value
Type | Description |
---|---|
bool |
fetchColorBuffer
Specifies whether the assigned material will need to use the current screen contents as an input texture. Disable this to optimize away an extra color copy pass when you know that the assigned material will only need to write on top of or hardware blend with the contents of the active color target.
Declaration
public bool fetchColorBuffer
Field Value
Type | Description |
---|---|
bool |
injectionPoint
Specifies at which injection point the pass will be rendered.
Declaration
public FullScreenPassRendererFeature.InjectionPoint injectionPoint
Field Value
Type | Description |
---|---|
FullScreenPassRendererFeature.InjectionPoint |
passIndex
The shader pass index that should be used when rendering the assigned material.
Declaration
public int passIndex
Field Value
Type | Description |
---|---|
int |
passMaterial
The material used to render the full screen pass (typically based on the Fullscreen Shader Graph target).
Declaration
public Material passMaterial
Field Value
Type | Description |
---|---|
Material |
requirements
A mask of URP textures that the assigned material will need access to. Requesting unused requirements can degrade performance unnecessarily as URP might need to run additional rendering passes to generate them.
Declaration
public ScriptableRenderPassInput requirements
Field Value
Type | Description |
---|---|
ScriptableRenderPassInput |
Methods
AddRenderPasses(ScriptableRenderer, ref RenderingData)
Injects one or multiple ScriptableRenderPass
in the renderer.
Declaration
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
Parameters
Type | Name | Description |
---|---|---|
ScriptableRenderer | renderer | Renderer used for adding render passes. |
RenderingData | renderingData | Rendering state. Use this to setup render passes. |
Overrides
Create()
Initializes this feature's resources. This is called every time serialization happens.
Declaration
public override void Create()
Overrides
Dispose(bool)
Called by Dispose(). Override this function to clean up resources in your renderer.
Declaration
protected override void Dispose(bool disposing)
Parameters
Type | Name | Description |
---|---|---|
bool | disposing |