BeginSubPass
Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time.
Read time 4 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
BeginSubPass(NativeArray<int>, NativeArray<int>, bool, bool)
Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time.
public void BeginSubPass(NativeArray<int> colors, NativeArray<int> inputs, bool isDepthReadOnly, bool isStencilReadOnly)
Parameters
Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to ScriptableRenderContext.BeginRenderPass.
Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to ScriptableRenderContext.BeginRenderPass.
If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input.
If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input.
Remarks
Additional Resources: ScriptableRenderContext.EndSubPass, ScriptableRenderContext.BeginRenderPass, ScriptableRenderContext.BeginScopedSubPass, ScriptableRenderContext.BeginScopedRenderPass.
BeginSubPass(NativeArray<int>, NativeArray<int>, bool)
Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time.
public void BeginSubPass(NativeArray<int> colors, NativeArray<int> inputs, bool isDepthStencilReadOnly = false)
Parameters
Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to ScriptableRenderContext.BeginRenderPass.
Array of attachments to be used as input attachments in this sub pass. These are specificed as indices into the array passed to ScriptableRenderContext.BeginRenderPass.
If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs.
Remarks
Additional Resources: ScriptableRenderContext.EndSubPass, ScriptableRenderContext.BeginRenderPass, ScriptableRenderContext.BeginScopedSubPass, ScriptableRenderContext.BeginScopedRenderPass.
BeginSubPass(NativeArray<int>, bool, bool)
Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time.
public void BeginSubPass(NativeArray<int> colors, bool isDepthReadOnly, bool isStencilReadOnly)
Parameters
Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to ScriptableRenderContext.BeginRenderPass.
If true, the depth attachment is read-only in this sub pass. Some renderers require this in order to be able to use the depth attachment as input.
If true, the stencil attachment is read-only in this sub pass. Some renderers require this in order to be able to use the stencil attachment as input.
Remarks
Additional Resources: ScriptableRenderContext.EndSubPass, ScriptableRenderContext.BeginRenderPass, ScriptableRenderContext.BeginScopedSubPass, ScriptableRenderContext.BeginScopedRenderPass.
BeginSubPass(NativeArray<int>, bool)
Schedules the beginning of a new sub pass within a render pass. Render passes can never be standalone, they must always contain at least one sub pass. Only one sub pass can be active at any time.
public void BeginSubPass(NativeArray<int> colors, bool isDepthStencilReadOnly = false)
Parameters
Array of attachments to be used as the color render targets in this sub pass. These are specificed as indices into the array passed to ScriptableRenderContext.BeginRenderPass.
If true, both depth and stencil attachments are read-only in this sub pass. Some renderers require this in order to be able to use the depth and stencil attachments as inputs.