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    Class DepthNormalOnlyPass

    Inheritance
    Object
    ScriptableRenderPass
    DepthNormalOnlyPass
    Inherited Members
    ScriptableRenderPass.FrameCleanup(CommandBuffer)
    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, UInt32)
    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.OnFinishCameraStackRendering(CommandBuffer)
    ScriptableRenderPass.Blit(CommandBuffer, RTHandle, RTHandle, Material, Int32)
    ScriptableRenderPass.Blit(CommandBuffer, RenderingData, Material, Int32)
    ScriptableRenderPass.Blit(CommandBuffer, RenderingData, RTHandle, Material, Int32)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, RenderingData, SortingCriteria)
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEngine.Rendering.Universal.Internal
    Syntax
    public class DepthNormalOnlyPass : ScriptableRenderPass

    Constructors

    DepthNormalOnlyPass(RenderPassEvent, RenderQueueRange, LayerMask)

    Creates a new DepthNormalOnlyPass instance.

    Declaration
    public DepthNormalOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
    Parameters
    Type Name Description
    RenderPassEvent evt

    The RenderPassEvent to use.

    RenderQueueRange renderQueueRange

    The RenderQueueRange to use for creating filtering settings that control what objects get rendered.

    LayerMask layerMask

    The layer mask to use for creating filtering settings that control what objects get rendered.

    See Also
    RenderPassEvent
    RenderQueueRange
    LayerMask

    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
    ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)

    GetGraphicsFormat()

    Declaration
    public static GraphicsFormat GetGraphicsFormat()
    Returns
    Type Description
    GraphicsFormat

    OnCameraCleanup(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 override void OnCameraCleanup(CommandBuffer cmd)
    Parameters
    Type Name Description
    CommandBuffer cmd

    Use this CommandBuffer to cleanup any generated data

    Overrides
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)

    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
    UnityEngine.Rendering.Universal.ScriptableRenderPass.ConfigureTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)
    ConfigureClear(ClearFlag, Color)

    Setup(RTHandle, RTHandle)

    Configures the pass.

    Declaration
    public void Setup(RTHandle depthHandle, RTHandle normalHandle)
    Parameters
    Type Name Description
    RTHandle depthHandle

    The RTHandle used to render depth to.

    RTHandle normalHandle

    The RTHandle used to render normals.

    See Also
    RTHandle

    Setup(RTHandle, RTHandle, RTHandle)

    Configure the pass

    Declaration
    public void Setup(RTHandle depthHandle, RTHandle normalHandle, RTHandle decalLayerHandle)
    Parameters
    Type Name Description
    RTHandle depthHandle
    RTHandle normalHandle
    RTHandle decalLayerHandle
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