Class PostProcessPass
Renders the post-processing effect stack.
상속된 멤버
네임스페이스: UnityEngine.Rendering.Universal.Internal
어셈블리: solution.dll
구문
public class PostProcessPass : ScriptableRenderPass
생성자
이름 | 설명 |
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PostProcessPass(RenderPassEvent, PostProcessData, Material) |
메서드
이름 | 설명 |
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CanRunOnTile() | |
Cleanup() | |
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 |
ResetHistory() | |
Setup(in RenderTextureDescriptor, in RenderTargetHandle, in RenderTargetHandle, in RenderTargetHandle, in RenderTargetHandle, bool, bool) | |
SetupFinalPass(in RenderTargetHandle) |