Class DepthOnlyPass
Render all objects that have a 'DepthOnly' pass into the given depth buffer.
You can use this pass to prime a depth buffer for subsequent rendering. Use it as a z-prepass, or use it to generate a depth buffer.
상속된 멤버
네임스페이스: UnityEngine.Rendering.Universal.Internal
어셈블리: solution.dll
구문
public class DepthOnlyPass : ScriptableRenderPass
생성자
이름 | 설명 |
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DepthOnlyPass(RenderPassEvent, RenderQueueRange, LayerMask) | Create the DepthOnlyPass |
메서드
이름 | 설명 |
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Configure(CommandBuffer, RenderTextureDescriptor) | This method is called by the renderer before executing the render pass.
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 |
Execute(ScriptableRenderContext, ref RenderingData) | Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation |
FrameCleanup(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. |
Setup(RenderTextureDescriptor, RenderTargetHandle) | Configure the pass |