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    Class FullScreenCustomPass

    FullScreen Custom Pass

    상속
    object
    CustomPass
    FullScreenCustomPass
    구현
    IVersionable<CustomPass.Version>
    상속된 멤버
    CustomPass.name
    CustomPass.enabled
    CustomPass.targetColorBuffer
    CustomPass.targetDepthBuffer
    CustomPass.clearFlags
    CustomPass.fadeValue
    CustomPass.injectionPoint
    CustomPass.executeInSceneView
    CustomPass.AggregateCullingParameters(ref ScriptableCullingParameters, HDCamera)
    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 FullScreenCustomPass : CustomPass, IVersionable<CustomPass.Version>

    필드

    이름 설명
    fetchColorBuffer

    Set to true if your shader will sample in the camera color buffer.

    fullscreenPassMaterial

    Material used for the fullscreen pass, it's shader must have been created with.

    materialPassName

    Name of the pass to use in the fullscreen material.

    메서드

    이름 설명
    Execute(CustomPassContext)

    Execute the pass with the fullscreen setup

    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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