Class ScriptableRenderPass
ScriptableRenderPass
implements a logical rendering pass that can be used to extend Universal RP renderer.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Syntax
[MovedFrom("UnityEngine.Rendering.LWRP")]
public abstract class ScriptableRenderPass
Constructors
ScriptableRenderPass()
Declaration
public ScriptableRenderPass()
Properties
clearColor
Declaration
public Color clearColor { get; }
Property Value
Type | Description |
---|---|
Color |
clearFlag
Declaration
public ClearFlag clearFlag { get; }
Property Value
Type | Description |
---|---|
ClearFlag |
colorAttachment
Declaration
public RenderTargetIdentifier colorAttachment { get; }
Property Value
Type | Description |
---|---|
RenderTargetIdentifier |
colorAttachments
Declaration
public RenderTargetIdentifier[] colorAttachments { get; }
Property Value
Type | Description |
---|---|
RenderTargetIdentifier[] |
depthAttachment
Declaration
public RenderTargetIdentifier depthAttachment { get; }
Property Value
Type | Description |
---|---|
RenderTargetIdentifier |
renderPassEvent
Declaration
public RenderPassEvent renderPassEvent { get; set; }
Property Value
Type | Description |
---|---|
RenderPassEvent |
Methods
Blit(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, Material, Int32)
Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to destination.
Declaration
public void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material = null, int passIndex = 0)
Parameters
Type | Name | Description |
---|---|---|
CommandBuffer | cmd | Command buffer to record command for execution. |
RenderTargetIdentifier | source | Source texture or target identifier to blit from. |
RenderTargetIdentifier | destination | Destination texture or target identifier to blit into. This becomes the renderer active render target. |
Material | material | Material to use. |
Int32 | passIndex | Shader pass to use. Default is 0. |
See Also
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 virtual 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. |
See Also
ConfigureClear(ClearFlag, Color)
Configures clearing for the render targets for this render pass. Call this inside Configure.
Declaration
public void ConfigureClear(ClearFlag clearFlag, Color clearColor)
Parameters
Type | Name | Description |
---|---|---|
ClearFlag | clearFlag | ClearFlag containing information about what targets to clear. |
Color | clearColor | Clear color. |
See Also
ConfigureTarget(RenderTargetIdentifier)
Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure.
Declaration
public void ConfigureTarget(RenderTargetIdentifier colorAttachment)
Parameters
Type | Name | Description |
---|---|---|
RenderTargetIdentifier | colorAttachment | Color attachment identifier. |
See Also
ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier)
Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure.
Declaration
public void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment)
Parameters
Type | Name | Description |
---|---|---|
RenderTargetIdentifier | colorAttachment | Color attachment identifier. |
RenderTargetIdentifier | depthAttachment | Depth attachment identifier. |
See Also
ConfigureTarget(RenderTargetIdentifier[])
Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure.
Declaration
public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments)
Parameters
Type | Name | Description |
---|---|---|
RenderTargetIdentifier[] | colorAttachments |
See Also
ConfigureTarget(RenderTargetIdentifier[], RenderTargetIdentifier)
Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure.
Declaration
public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment)
Parameters
Type | Name | Description |
---|---|---|
RenderTargetIdentifier[] | colorAttachments | |
RenderTargetIdentifier | depthAttachment | Depth attachment identifier. |
See Also
CreateDrawingSettings(List<ShaderTagId>, ref RenderingData, SortingCriteria)
Creates DrawingSettings
based on current rendering state.
Declaration
public DrawingSettings CreateDrawingSettings(List<ShaderTagId> shaderTagIdList, ref RenderingData renderingData, SortingCriteria sortingCriteria)
Parameters
Type | Name | Description |
---|---|---|
List<ShaderTagId> | shaderTagIdList | List of shader pass tag to render. |
RenderingData | renderingData | Current rendering state. |
SortingCriteria | sortingCriteria | Criteria to sort objects being rendered. |
Returns
Type | Description |
---|---|
DrawingSettings |
See Also
CreateDrawingSettings(ShaderTagId, ref RenderingData, SortingCriteria)
Creates DrawingSettings
based on current the rendering state.
Declaration
public DrawingSettings CreateDrawingSettings(ShaderTagId shaderTagId, ref RenderingData renderingData, SortingCriteria sortingCriteria)
Parameters
Type | Name | Description |
---|---|---|
ShaderTagId | shaderTagId | Shader pass tag to render. |
RenderingData | renderingData | Current rendering state. |
SortingCriteria | sortingCriteria | Criteria to sort objects being rendered. |
Returns
Type | Description |
---|---|
DrawingSettings |
See Also
Execute(ScriptableRenderContext, ref RenderingData)
Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
Declaration
public abstract 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 |
FrameCleanup(CommandBuffer)
Called upon finish rendering a camera. You can use this callback to release any resources created by this render pass that need to be cleanup once camera has finished rendering. This method be called for all cameras in a camera stack.
Declaration
public virtual void FrameCleanup(CommandBuffer cmd)
Parameters
Type | Name | Description |
---|---|---|
CommandBuffer | cmd | Use this CommandBuffer to cleanup any generated data |
Operators
GreaterThan(ScriptableRenderPass, ScriptableRenderPass)
Declaration
public static bool operator>(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
Parameters
Type | Name | Description |
---|---|---|
ScriptableRenderPass | lhs | |
ScriptableRenderPass | rhs |
Returns
Type | Description |
---|---|
Boolean |
LessThan(ScriptableRenderPass, ScriptableRenderPass)
Declaration
public static bool operator <(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
Parameters
Type | Name | Description |
---|---|---|
ScriptableRenderPass | lhs | |
ScriptableRenderPass | rhs |
Returns
Type | Description |
---|---|
Boolean |