{}!Google Tag Manager end}} Class CopyDepthPass | Universal RP | 14.0.9
docs.unity3d.com
    목차 표시/숨기기

    Class CopyDepthPass

    Copy the given depth buffer into the given destination depth buffer.

    You can use this pass to copy a depth buffer to a destination, so you can use it later in rendering. If the source texture has MSAA enabled, the pass uses a custom MSAA resolve. If the source texture does not have MSAA enabled, the pass uses a Blit or a Copy Texture operation, depending on what the current platform supports.

    Inheritance
    Object
    ScriptableRenderPass
    CopyDepthPass
    Inherited Members
    ScriptableRenderPass.k_CameraTarget
    ScriptableRenderPass.renderPassEvent
    ScriptableRenderPass.colorAttachmentHandles
    ScriptableRenderPass.colorAttachmentHandle
    ScriptableRenderPass.depthAttachmentHandle
    ScriptableRenderPass.colorStoreActions
    ScriptableRenderPass.depthStoreAction
    ScriptableRenderPass.input
    ScriptableRenderPass.clearFlag
    ScriptableRenderPass.clearColor
    ScriptableRenderPass.profilingSampler
    ScriptableRenderPass.ConfigureInput(ScriptableRenderPassInput)
    ScriptableRenderPass.ConfigureColorStoreAction(RenderBufferStoreAction, UInt32)
    ScriptableRenderPass.ConfigureColorStoreActions(RenderBufferStoreAction[])
    ScriptableRenderPass.ConfigureDepthStoreAction(RenderBufferStoreAction)
    ScriptableRenderPass.ResetTarget()
    ScriptableRenderPass.ConfigureTarget(RTHandle, RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle[], RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle)
    ScriptableRenderPass.ConfigureTarget(RTHandle[])
    ScriptableRenderPass.ConfigureClear(ClearFlag, Color)
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    ScriptableRenderPass.OnFinishCameraStackRendering(CommandBuffer)
    ScriptableRenderPass.Blit(CommandBuffer, RTHandle, RTHandle, Material, Int32)
    ScriptableRenderPass.Blit(CommandBuffer, RenderingData, Material, Int32)
    ScriptableRenderPass.Blit(CommandBuffer, RenderingData, RTHandle, Material, Int32)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, RenderingData, SortingCriteria)
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEngine.Rendering.Universal.Internal
    Syntax
    public class CopyDepthPass : ScriptableRenderPass

    Constructors

    CopyDepthPass(RenderPassEvent, Material, Boolean, Boolean, Boolean)

    Creates a new CopyDepthPass instance.

    Declaration
    public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false)
    Parameters
    Type Name Description
    RenderPassEvent evt

    The RenderPassEvent to use.

    Material copyDepthMaterial

    The Material to use for copying the depth.

    Boolean shouldClear

    Controls whether it should do a clear before copying the depth.

    Boolean copyToDepth

    Controls whether it should do a copy to a depth format target.

    Boolean copyResolvedDepth

    Set to true if the source depth is MSAA resolved.

    See Also
    RenderPassEvent

    Methods

    Execute(ScriptableRenderContext, ref RenderingData)

    Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation

    Declaration
    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderContext context

    Use this render context to issue any draw commands during execution

    RenderingData renderingData

    Current rendering state information

    Overrides
    ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)

    OnCameraCleanup(CommandBuffer)

    Called upon finish rendering a camera. You can use this callback to release any resources created by this render pass that need to be cleanup once camera has finished rendering. This method be called for all cameras in a camera stack.

    Declaration
    public override void OnCameraCleanup(CommandBuffer cmd)
    Parameters
    Type Name Description
    CommandBuffer cmd

    Use this CommandBuffer to cleanup any generated data

    Overrides
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)

    OnCameraSetup(CommandBuffer, ref RenderingData)

    This method is called by the renderer before rendering a camera Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures. If a render pass doesn't override this method, this render pass renders to the active Camera's render target. You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.

    Declaration
    public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
    Parameters
    Type Name Description
    CommandBuffer cmd

    CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.

    RenderingData renderingData

    Current rendering state information

    Overrides
    ScriptableRenderPass.OnCameraSetup(CommandBuffer, ref RenderingData)
    See Also
    UnityEngine.Rendering.Universal.ScriptableRenderPass.ConfigureTarget(UnityEngine.Rendering.RenderTargetIdentifier,UnityEngine.Rendering.RenderTargetIdentifier)
    ConfigureClear(ClearFlag, Color)

    Setup(RTHandle, RTHandle)

    Configure the pass with the source and destination to execute on.

    Declaration
    public void Setup(RTHandle source, RTHandle destination)
    Parameters
    Type Name Description
    RTHandle source

    Source Render Target

    RTHandle destination

    Destination Render Target

    맨 위로
    Copyright © 2023 Unity Technologies —
    • Your Privacy Choices (Cookie Settings)