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Unity Engine


BeginScopedSubPass

Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. 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.
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Definition

BeginScopedSubPass(NativeArray<int>, NativeArray<int>, bool, bool)

Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. 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 ScopedSubPass BeginScopedSubPass(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. The values in the array are copied immediately.

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. The values in the array are copied immediately.

isDepthReadOnly

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.

isStencilReadOnly

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.

Returns

Type

Description

ScopedSubPass

Remarks

This method does the same as ScriptableRenderContext.BeginSubPass, but it will return an IDisposable that can be used in a using-statement, and so it is not necesssary to manually call ScriptableRenderContext.EndSubPass.

BeginScopedSubPass(NativeArray<int>, NativeArray<int>, bool)

Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. 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 ScopedSubPass BeginScopedSubPass(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. The values in the array are copied immediately.

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. The values in the array are copied immediately.

isDepthStencilReadOnly

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.

Returns

Type

Description

ScopedSubPass

Remarks

This method does the same as ScriptableRenderContext.BeginSubPass, but it will return an IDisposable that can be used in a using-statement, and so it is not necesssary to manually call ScriptableRenderContext.EndSubPass.

BeginScopedSubPass(NativeArray<int>, bool, bool)

Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. 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 ScopedSubPass BeginScopedSubPass(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. The values in the array are copied immediately.

isDepthReadOnly

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.

isStencilReadOnly

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.

Returns

Type

Description

ScopedSubPass

Remarks

This method does the same as ScriptableRenderContext.BeginSubPass, but it will return an IDisposable that can be used in a using-statement, and so it is not necesssary to manually call ScriptableRenderContext.EndSubPass.

BeginScopedSubPass(NativeArray<int>, bool)

Schedules the beginning of a new sub pass within a render pass. If you call this in a using-statement, Unity executes EndSubPass automatically when exiting the using-block. 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 ScopedSubPass BeginScopedSubPass(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. The values in the array are copied immediately.

isDepthStencilReadOnly

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.

Returns

Type

Description

ScopedSubPass

Remarks

This method does the same as ScriptableRenderContext.BeginSubPass, but it will return an IDisposable that can be used in a using-statement, and so it is not necesssary to manually call ScriptableRenderContext.EndSubPass.