Class ScriptableRenderPass
ScriptableRenderPass
implements a logical rendering pass that can be used to extend Universal RP renderer.
상속된 멤버
네임스페이스: UnityEngine.Rendering.Universal
어셈블리: solution.dll
구문
[MovedFrom("UnityEngine.Rendering.LWRP")]
public abstract class ScriptableRenderPass
생성자
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ScriptableRenderPass() |
프로퍼티
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clearColor | |
clearFlag | |
colorAttachment | |
colorAttachments | |
depthAttachment | |
renderPassEvent |
메서드
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Blit(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, Material, int) | Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to destination. |
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 |
ConfigureClear(ClearFlag, Color) | Configures clearing for the render targets for this render pass. Call this inside Configure. |
ConfigureTarget(RenderTargetIdentifier) | Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure. |
ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier) | Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure. |
ConfigureTarget(RenderTargetIdentifier[]) | Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure. |
ConfigureTarget(RenderTargetIdentifier[], RenderTargetIdentifier) | Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. This method should be called inside Configure. |
CreateDrawingSettings(List<ShaderTagId>, ref RenderingData, SortingCriteria) | Creates |
CreateDrawingSettings(ShaderTagId, ref RenderingData, SortingCriteria) | Creates |
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. |
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. |
연산자
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operator >(ScriptableRenderPass, ScriptableRenderPass) | |
operator <(ScriptableRenderPass, ScriptableRenderPass) |