docs.unity3d.com
    目次を表示する/隠す

    Class DrawObjectsPass

    Draw objects into the given color and depth target

    You can use this pass to render objects that have a material and/or shader with the pass names UniversalForward or SRPDefaultUnlit.

    Inheritance
    Object
    ScriptableRenderPass
    DrawObjectsPass
    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.OnCameraCleanup(CommandBuffer)
    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 DrawObjectsPass : ScriptableRenderPass

    Constructors

    DrawObjectsPass(String, Boolean, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, Int32)

    Creates a new DrawObjectsPass instance.

    Declaration
    public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
    Parameters
    Type Name Description
    String profilerTag
    Boolean opaque
    RenderPassEvent evt
    RenderQueueRange renderQueueRange
    LayerMask layerMask
    StencilState stencilState
    Int32 stencilReference
    See Also
    RenderPassEvent
    RenderQueueRange
    LayerMask
    StencilState

    DrawObjectsPass(String, ShaderTagId[], Boolean, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, Int32)

    Creates a new DrawObjectsPass instance.

    Declaration
    public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
    Parameters
    Type Name Description
    String profilerTag
    ShaderTagId[] shaderTagIds
    Boolean opaque
    RenderPassEvent evt

    The RenderPassEvent to use.

    RenderQueueRange renderQueueRange
    LayerMask layerMask
    StencilState stencilState
    Int32 stencilReference
    See Also
    ShaderTagId
    RenderPassEvent
    RenderQueueRange
    LayerMask
    StencilState

    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)

    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)

    OnExecute(CommandBuffer)

    Declaration
    protected virtual void OnExecute(CommandBuffer cmd)
    Parameters
    Type Name Description
    CommandBuffer cmd
    トップに戻る
    Copyright © 2023 Unity Technologies — 商標と利用規約
    • 法律関連
    • プライバシーポリシー
    • クッキー
    • 私の個人情報を販売または共有しない
    • Your Privacy Choices (Cookie Settings)