Class ScriptableRendererFeature
You can add a ScriptableRendererFeature to the ScriptableRenderer. Use this scriptable renderer feature to inject render passes into the renderer.
구현
상속된 멤버
네임스페이스: UnityEngine.Rendering.Universal
어셈블리: solution.dll
구문
[ExcludeFromPreset]
public abstract class ScriptableRendererFeature : ScriptableObject, IDisposable
프로퍼티
| 이름 | 설명 |
|---|---|
| isActive | Returns the state of the ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). Use the method ScriptableRenderFeature.SetActive to change the value of this variable. |
메서드
| 이름 | 설명 |
|---|---|
| AddRenderPasses(ScriptableRenderer, ref RenderingData) | Injects one or multiple |
| Create() | Initializes this feature's resources. This is called every time serialization happens. |
| Dispose() | Disposable pattern implementation. Cleans up resources used by the renderer. |
| Dispose(bool) | Called by Dispose(). Override this function to clean up resources in your renderer. |
| OnCameraPreCull(ScriptableRenderer, in CameraData) | Callback before cull happens in renderer. |
| SetActive(bool) | Sets the state of ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). If the feature is active, it is added to the renderer it is attached to, otherwise the feature is skipped while rendering. |
| SetupRenderPasses(ScriptableRenderer, in RenderingData) | Callback after render targets are initialized. This allows for accessing targets from renderer after they are created and ready. |