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Unity Engine


XRDisplaySubsystem.XRRenderPass

Contains configuration parameters about which view into the Scene the renderer should rasterize, and a render target (which can be a texture array) for the result of the rasterization.
Read time 2 minutesLast updated 10 days ago

Definition

  • Type: Struct
  • Namespace: UnityEngine.XR
  • Assembly: UnityEngine.XRModule
public struct XRDisplaySubsystem.XRRenderPass

Remarks

An XRRenderPass can contain more than one XRDisplaySubsystem.XRRenderParameter (viewpoints that the render pipeline renders to the output texture as either different viewports or texture array slices). The render pipeline must query each child XRDisplaySubsystem.XRRenderParameter via GetRenderParameter. The most optimal way to implement an XRRenderPass is to cull first, and then submit draw calls once for the resulting objects. You can also use techniques such as instanced rendering to optimize XRRenderPasses that contain more than one XRDisplaySubsystem.XRRenderParameter.
XRRenderPass is typically consumed by a scriptable rendering pipeline.

Fields

Value

Description

cullingPassIndexAn index that a render pipeline can pass to XRDisplaySubsystem.GetCullingParameters to obtain culling information.
foveatedRenderingInfoA pointer to a native struct containing platform-specific data for foveated rendering.
hasMotionVectorPassA boolean indicating if this render pass contains a motion-vector generation pass.
motionVectorRenderTargetThe output render-texture target for the motion-vector generation render pass.
motionVectorRenderTargetDescThe render texture description for the target texture for the motion-vector render pass.
renderPassIndexThe index of the render pass (originally passed in to XRDisplaySubsystem.GetRenderPass).
renderTargetThe output target for the render pass.
renderTargetDescDescriptor that can be passed to RenderTexture.GetTemporary to create temporary textures that match the XR Display render target.
renderTargetScaledHeightThe current, scaled height of the XRRenderPass.renderTarget for this
renderPass
.
renderTargetScaledWidthThe current, scaled width of the XRRenderPass.renderTarget for this
renderPass
.
shouldFillOutDepthWhen this is false an optimal renderer can avoid resolving the depth buffer.
spaceWarpRightHandedNDCWhen
true
, the SpaceWarp motion vector data is in the right-handed normalized device coordinate (NDC) space. When
false
, the motion vector data is in the left-handed NDC space.

Methods