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    Class ScriptableRenderPass

    ScriptableRenderPass implements a logical rendering pass that can be used to extend Universal RP renderer.

    상속
    object
    ScriptableRenderPass
    RenderObjectsPass
    DrawSkyboxPass
    AdditionalLightsShadowCasterPass
    ColorGradingLutPass
    CopyColorPass
    CopyDepthPass
    DepthOnlyPass
    DrawObjectsPass
    FinalBlitPass
    MainLightShadowCasterPass
    PostProcessPass
    ScreenSpaceShadowResolvePass
    상속된 멤버
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Rendering.Universal
    어셈블리: solution.dll
    구문
    [MovedFrom("UnityEngine.Rendering.LWRP")]
    public abstract class ScriptableRenderPass

    생성자

    이름 설명
    ScriptableRenderPass()

    프로퍼티

    이름 설명
    clearColor
    clearFlag
    colorAttachment
    colorAttachments
    depthAttachment
    renderPassEvent

    메서드

    이름 설명
    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 ConfigureTarget and ConfigureClear.

    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 DrawingSettings based on current rendering state.

    CreateDrawingSettings(ShaderTagId, ref RenderingData, SortingCriteria)

    Creates DrawingSettings based on current the rendering state.

    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

    이름 설명
    operator >(ScriptableRenderPass, ScriptableRenderPass)
    operator <(ScriptableRenderPass, ScriptableRenderPass)
    문서 개요
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