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    Class PostProcessPass

    Renders the post-processing effect stack.

    상속
    object
    ScriptableRenderPass
    PostProcessPass
    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.FrameCleanup(CommandBuffer)
    ScriptableRenderPass.OnFinishCameraStackRendering(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 PostProcessPass : ScriptableRenderPass

    생성자

    이름 설명
    PostProcessPass(RenderPassEvent, PostProcessData, Material)

    메서드

    이름 설명
    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 ConfigureTarget and ConfigureClear.

    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)
    문서 개요
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