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    Struct AOVRequestData

    Describes a frame pass.

    상속된 멤버
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
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    네임스페이스: UnityEngine.Rendering.HighDefinition
    어셈블리: solution.dll
    구문
    public struct AOVRequestData

    생성자

    이름 설명
    AOVRequestData(AOVRequest, AOVRequestBufferAllocator, List<GameObject>, AOVBuffers[], CustomPassAOVBuffers[], AOVRequestCustomPassBufferAllocator, FramePassCallbackEx)

    Create a new frame pass.

    AOVRequestData(AOVRequest, AOVRequestBufferAllocator, List<GameObject>, AOVBuffers[], FramePassCallback)

    Create a new frame pass.

    필드

    이름 설명
    default

    Default frame pass settings.

    defaultAOVRequestDataNonAlloc

    Default frame pass settings.

    프로퍼티

    이름 설명
    isValid

    Whether this frame pass is valid.

    메서드

    이름 설명
    AllocateTargetTexturesIfRequired(ref List<RTHandle>)

    Allocate texture if required.

    AllocateTargetTexturesIfRequired(ref List<RTHandle>, ref List<RTHandle>)

    Allocate texture if required.

    Execute(CommandBuffer, List<RTHandle>, List<RTHandle>, RenderOutputProperties)

    Execute the frame pass callback. It assumes that the textures are properly initialized and filled.

    Execute(CommandBuffer, List<RTHandle>, RenderOutputProperties)

    Execute the frame pass callback. It assumes that the textures are properly initialized and filled.

    IsLightEnabled(GameObject)

    Whether a light should be rendered.

    NewDefault()

    Instantiate a new AOV request data with default values.

    Note: Allocates memory by the garbage collector. If you intend only to read the default values, you should use defaultAOVRequestDataNonAlloc.

    SetupDebugData(ref DebugDisplaySettings)

    Setup the display manager if necessary.

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