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    목차 표시/숨기기

    Class DrawObjectsPass

    Draw objects into the given color and depth target

    You can use this pass to render objects that have a material and/or shader with the pass names UniversalForward or SRPDefaultUnlit.

    상속
    object
    ScriptableRenderPass
    DrawObjectsPass
    상속된 멤버
    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, uint)
    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.OnCameraSetup(CommandBuffer, ref RenderingData)
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)
    ScriptableRenderPass.OnFinishCameraStackRendering(CommandBuffer)
    ScriptableRenderPass.RecordRenderGraph(RenderGraph, FrameResources, ref RenderingData)
    ScriptableRenderPass.Blit(CommandBuffer, RTHandle, RTHandle, Material, int)
    ScriptableRenderPass.Blit(CommandBuffer, ref RenderingData, Material, int)
    ScriptableRenderPass.Blit(CommandBuffer, ref RenderingData, RTHandle, Material, int)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, ref RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, ref RenderingData, SortingCriteria)
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Rendering.Universal.Internal
    어셈블리: solution.dll
    구문
    public class DrawObjectsPass : ScriptableRenderPass

    생성자

    이름 설명
    DrawObjectsPass(string, bool, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, int)

    Creates a new DrawObjectsPass instance.

    DrawObjectsPass(string, ShaderTagId[], bool, RenderPassEvent, RenderQueueRange, LayerMask, StencilState, int)

    Creates a new DrawObjectsPass instance.

    필드

    이름 설명
    m_ProfilingSampler

    Profiling sampler

    m_ShouldTransparentsReceiveShadows

    Used to indicate whether transparent objects should receive shadows or not.

    메서드

    이름 설명
    Execute(ScriptableRenderContext, ref RenderingData)

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

    문서 개요
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