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    Class ColorGradingLutPass

    Renders a color grading LUT texture.

    상속
    object
    ScriptableRenderPass
    ColorGradingLutPass
    상속된 멤버
    ScriptableRenderPass.renderPassEvent
    ScriptableRenderPass.colorAttachments
    ScriptableRenderPass.colorAttachment
    ScriptableRenderPass.depthAttachment
    ScriptableRenderPass.clearFlag
    ScriptableRenderPass.clearColor
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier[], RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier[])
    ScriptableRenderPass.ConfigureClear(ClearFlag, Color)
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    ScriptableRenderPass.FrameCleanup(CommandBuffer)
    ScriptableRenderPass.Blit(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, 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 ColorGradingLutPass : ScriptableRenderPass

    생성자

    이름 설명
    ColorGradingLutPass(RenderPassEvent, PostProcessData)

    메서드

    이름 설명
    Execute(ScriptableRenderContext, ref RenderingData)

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

    OnFinishCameraStackRendering(CommandBuffer)

    Called upon finish rendering a camera stack. You can use this callback to release any resources created by this render pass that need to be cleanup once all cameras in the stack have finished rendering. This method will be called once after rendering the last camera in the camera stack. Cameras that don't have an explicit camera stack are also considered stacked rendering. In that case the Base camera is the first and last camera in the stack.

    Setup(in RenderTargetHandle)
    문서 개요
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