docs.unity3d.com
    目次を表示する/隠す

    Class FinalBlitPass

    Copy the given color target to the current camera target

    You can use this pass to copy the result of rendering to the camera target. The pass takes the screen viewport into consideration.

    Inheritance
    Object
    ScriptableRenderPass
    FinalBlitPass
    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.OnCameraSetup(CommandBuffer, RenderingData)
    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 FinalBlitPass : ScriptableRenderPass

    Constructors

    FinalBlitPass(RenderPassEvent, Material)

    Creates a new FinalBlitPass instance.

    Declaration
    public FinalBlitPass(RenderPassEvent evt, Material blitMaterial)
    Parameters
    Type Name Description
    RenderPassEvent evt

    The RenderPassEvent to use.

    Material blitMaterial

    The Material to use for copying the executing the final blit.

    See Also
    RenderPassEvent

    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)

    Setup(RenderTextureDescriptor, RTHandle)

    Configure the pass

    Declaration
    public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle colorHandle)
    Parameters
    Type Name Description
    RenderTextureDescriptor baseDescriptor
    RTHandle colorHandle
    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)