Class FullScreenCustomPass
FullScreen Custom Pass
상속된 멤버
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. |