Interface IRasterRenderGraphBuilder
A builder for a raster render pass AddRasterRenderPass<PassData>(String, out PassData)
Inherited Members
Namespace: UnityEngine.Experimental.Rendering.RenderGraphModule
Syntax
public interface IRasterRenderGraphBuilder : IBaseRenderGraphBuilder, IDisposable
Methods
SetRenderFunc<PassData>(BaseRenderFunc<PassData, RasterGraphContext>)
Specify the render function to use for this pass. A call to this is mandatory for the pass to be valid.
Declaration
void SetRenderFunc<PassData>(BaseRenderFunc<PassData, RasterGraphContext> renderFunc)
where PassData : class, new()
Parameters
| Type | Name | Description |
|---|---|---|
| BaseRenderFunc<PassData, RasterGraphContext> | renderFunc | Render function for the pass. |
Type Parameters
| Name | Description |
|---|---|
| PassData | The Type of the class that provides data to the Render Pass. |
UseTextureFragment(TextureHandle, Int32, IBaseRenderGraphBuilder.AccessFlags)
Use the texture as an rendertarget attachment.
Writing:
Indicate this pass will write a texture through rendertarget rasterization writes.
The graph will automatically bind the texture as an MRT output on the indicated index slot.
Write in shader as float4 out : SV_Target{index} = value; This texture always needs to be written as an
render target (SV_Targetx) writing using other methods (like operator[] = ) may not work even if
using the current fragment+sampleIdx pos. When using operator[] please use the UseTexture function instead.
Reading:
Indicates this pass will read a texture on the current fragment position but not unnecessarily modify it. Although not explicitly visible in shader code
Reading may happen depending on the rasterization state, e.g. Blending (read and write) or Z-Testing (read only) may read the buffer.
Note: The rendergraph does not know what content will be rendered in the bound texture. By default it assumes only partial data is written (e.g. a small rectangle is drawn on the screen) so it will preserve the existing rendertarget content (e.g. behind/around the triangle) if you know you will write the full screen the AccessFlags.WriteAll should be used instead as it will give better performance.
Declaration
TextureHandle UseTextureFragment(TextureHandle tex, int index, IBaseRenderGraphBuilder.AccessFlags flags = IBaseRenderGraphBuilder.AccessFlags.Write)
Parameters
| Type | Name | Description |
|---|---|---|
| TextureHandle | tex | Texture to use during this pass. |
| Int32 | index | Index the shader will use to access this texture. |
| IBaseRenderGraphBuilder.AccessFlags | flags | How this pass will acess the texture. Default value is set to AccessFlag.Write |
Returns
| Type | Description |
|---|---|
| TextureHandle | A explicitly versioned handle representing the latest version of the pased in texture. Note that except for special cases where you want to refer to a specific version return value is generally discarded. |
UseTextureFragmentDepth(TextureHandle, IBaseRenderGraphBuilder.AccessFlags)
Use the texture as a depth buffer for the Z-Buffer hardware. Note you can only test-against and write-to a single depth texture in a pass. If you want to write depth to more than one texture you will need to register the second texture as UseTextureFragment and manually calculate and write the depth value in the shader. Calling UseTextureFragmentDepth twice on the same builder is an error. Write: Indicate a texture will be written with the current fragment depth by the ROPs (but not for depth reading (i.e. z-test == always)). Read: Indicate a texture will be used as an input for the depth testing unit.
Declaration
TextureHandle UseTextureFragmentDepth(TextureHandle tex, IBaseRenderGraphBuilder.AccessFlags flags = IBaseRenderGraphBuilder.AccessFlags.Write)
Parameters
| Type | Name | Description |
|---|---|---|
| TextureHandle | tex | Texture to use during this pass. |
| IBaseRenderGraphBuilder.AccessFlags | flags | How this pass will acess the texture. Default value is set to AccessFlag.Write |
Returns
| Type | Description |
|---|---|
| TextureHandle | A explicitly versioned handle representing the latest version of the pased in texture. Note that except for special cases where you want to refer to a specific version return value is generally discarded. |
UseTextureFragmentInput(TextureHandle, Int32, IBaseRenderGraphBuilder.AccessFlags)
Use the texture as an input attachment.
This informs the graph that any shaders in pass will only read from this texture at the current fragment position using the LOAD_FRAMEBUFFER_INPUT(idx)/LOAD_FRAMEBUFFER_INPUT_MS(idx,sampleIdx) macros. The index passed to LOAD_FRAMEBUFFER_INPUT needs to match the index passed to UseTextureFragmentInput for this texture.
Declaration
TextureHandle UseTextureFragmentInput(TextureHandle tex, int index, IBaseRenderGraphBuilder.AccessFlags flags = IBaseRenderGraphBuilder.AccessFlags.Read)
Parameters
| Type | Name | Description |
|---|---|---|
| TextureHandle | tex | Texture to use during this pass. |
| Int32 | index | Index the shader will use to access this texture. |
| IBaseRenderGraphBuilder.AccessFlags | flags | How this pass will acess the texture. Default value is set to AccessFlag.Read. Writing is currently not supported on any platform. |
Returns
| Type | Description |
|---|---|
| TextureHandle | A explicitly versioned handle representing the latest version of the pased in texture. Note that except for special cases where you want to refer to a specific version return value is generally discarded. |