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.
Read time 5 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
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.
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.
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.
Additional Resources: ScriptableRenderContext.BeginScopedRenderPass.
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.
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.
Additional Resources: ScriptableRenderContext.BeginScopedRenderPass.
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.
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.
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.
Additional Resources: ScriptableRenderContext.BeginScopedRenderPass.
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.
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.
Additional Resources: ScriptableRenderContext.BeginScopedRenderPass.