Class DrawRenderersCustomPass
DrawRenderers Custom Pass
상속된 멤버
네임스페이스: UnityEngine.Rendering.HighDefinition
어셈블리: solution.dll
구문
[Serializable]
public class DrawRenderersCustomPass : CustomPass, IVersionable<CustomPass.Version>
필드
이름 | 설명 |
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depthCompareFunction | Overrides the Depth comparison function, only used when overrideDepthState is true. |
depthWrite | Overrides the Depth write, only used when overrideDepthState is true. |
layerMask | Layer Mask filter, select which layer to render. |
overrideDepthState | When true, overrides the depth state of the objects. |
overrideMaterial | Replaces the material of selected renders by this one, be sure to also set overrideMaterialPassName to a good value when using this property. |
overrideMaterialPassName | Select which pass will be used to render objects when using an override material. |
renderQueueType | Render Queue filter to select which kind of object to render. |
shaderPass | Set the shader pass to use when the override material is null |
sortingCriteria | Sorting flags of the objects to render. |
메서드
이름 | 설명 |
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AggregateCullingParameters(ref ScriptableCullingParameters, HDCamera) | Use this method if you want to draw objects that are not visible in the camera. For example if you disable a layer in the camera and add it in the culling parameters, then the culling result will contains your layer. |
Execute(CustomPassContext) | Execute the DrawRenderers with parameters setup from the editor |
RegisterMaterialForInspector() | List all the materials that need to be displayed at the bottom of the component. All the materials gathered by this method will be used to create a Material Editor and then can be edited directly on the custom pass. |
Setup(ScriptableRenderContext, CommandBuffer) | Called before the first execution of the pass occurs. Allow you to allocate custom buffers. |