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    Class FullScreenPassRendererFeature

    FullScreenPass is a renderer feature used to change screen appearance such as post processing effect. This implementation lets it's user create an effect with minimal code involvement.

    Inheritance
    Object
    Object
    ScriptableObject
    ScriptableRendererFeature
    FullScreenPassRendererFeature
    Inherited Members
    ScriptableRendererFeature.isActive
    ScriptableRendererFeature.Create()
    ScriptableRendererFeature.OnCameraPreCull(ScriptableRenderer, CameraData)
    ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, RenderingData)
    ScriptableRendererFeature.SetupRenderPasses(ScriptableRenderer, RenderingData)
    ScriptableRendererFeature.SetActive(Boolean)
    ScriptableRendererFeature.Dispose()
    ScriptableRendererFeature.Dispose(Boolean)
    ScriptableObject.CreateInstance(String)
    ScriptableObject.CreateInstance(Type)
    UnityEngine.ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    UnityEngine.Object.GetHashCode()
    UnityEngine.Object.Equals(System.Object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, Boolean)
    UnityEngine.Object.Instantiate<T>(T)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
    UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
    UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
    UnityEngine.Object.FindFirstObjectByType<T>()
    UnityEngine.Object.FindAnyObjectByType<T>()
    UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
    UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: Global Namespace
    Syntax
    public class FullScreenPassRendererFeature : ScriptableRendererFeature, IDisposable

    Fields

    injectionPoint

    Selection for when the effect is rendered.

    Declaration
    public FullScreenPassRendererFeature.InjectionPoint injectionPoint
    Field Value
    Type Description
    FullScreenPassRendererFeature.InjectionPoint

    passIndex

    An index that tells renderer feature which pass to use if passMaterial contains more than one. Default is 0. We draw custom pass index entry with the custom dropdown inside FullScreenPassRendererFeatureEditor that sets this value. Setting it directly will be overridden by the editor class.

    Declaration
    [HideInInspector]
    public int passIndex
    Field Value
    Type Description
    Int32

    passMaterial

    Material the Renderer Feature uses to render the effect.

    Declaration
    public Material passMaterial
    Field Value
    Type Description
    Material

    requirements

    One or more requirements for pass. Based on chosen flags certain passes will be added to the pipeline.

    Declaration
    public ScriptableRenderPassInput requirements
    Field Value
    Type Description
    ScriptableRenderPassInput

    Methods

    AddRenderPasses(ScriptableRenderer, ref RenderingData)

    Injects one or multiple ScriptableRenderPass in the renderer.

    Declaration
    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderer renderer

    Renderer used for adding render passes.

    RenderingData renderingData

    Rendering state. Use this to setup render passes.

    Overrides
    ScriptableRendererFeature.AddRenderPasses(ScriptableRenderer, ref RenderingData)

    Create()

    Initializes this feature's resources. This is called every time serialization happens.

    Declaration
    public override void Create()
    Overrides
    ScriptableRendererFeature.Create()

    Dispose(Boolean)

    Called by Dispose(). Override this function to clean up resources in your renderer.

    Declaration
    protected override void Dispose(bool disposing)
    Parameters
    Type Name Description
    Boolean disposing
    Overrides
    ScriptableRendererFeature.Dispose(Boolean)
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    on 07 July 2023