{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class DrawRenderersCustomPass | High Definition RP | 10.5.0
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    목차 표시/숨기기

    Class DrawRenderersCustomPass

    DrawRenderers Custom Pass

    상속
    object
    CustomPass
    DrawRenderersCustomPass
    구현
    IVersionable<CustomPass.Version>
    상속된 멤버
    CustomPass.name
    CustomPass.enabled
    CustomPass.targetColorBuffer
    CustomPass.targetDepthBuffer
    CustomPass.clearFlags
    CustomPass.fadeValue
    CustomPass.injectionPoint
    CustomPass.executeInSceneView
    CustomPass.Execute(ScriptableRenderContext, CommandBuffer, HDCamera, CullingResults)
    CustomPass.Cleanup()
    CustomPass.SetCameraRenderTarget(CommandBuffer, bool, ClearFlag)
    CustomPass.SetCustomRenderTarget(CommandBuffer, bool, ClearFlag)
    CustomPass.SetRenderTargetAuto(CommandBuffer)
    CustomPass.ResolveMSAAColorBuffer(CommandBuffer, HDCamera)
    CustomPass.ResolveMSAAColorBuffer(CustomPassContext)
    CustomPass.GetCameraBuffers(out RTHandle, out RTHandle)
    CustomPass.GetCustomBuffers(out RTHandle, out RTHandle)
    CustomPass.GetNormalBuffer()
    CustomPass.GetRenderQueueRange(CustomPass.RenderQueueType)
    CustomPass.CreateFullScreenPass(Material, CustomPass.TargetBuffer, CustomPass.TargetBuffer)
    CustomPass.CreateDrawRenderersPass(CustomPass.RenderQueueType, LayerMask, Material, string, SortingCriteria, ClearFlag, CustomPass.TargetBuffer, CustomPass.TargetBuffer)
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Rendering.HighDefinition
    어셈블리: solution.dll
    구문
    [Serializable]
    public class DrawRenderersCustomPass : CustomPass, IVersionable<CustomPass.Version>

    필드

    이름 설명
    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
    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.

    문서 개요
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