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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/Rendering.ScriptableRenderContext.html below:

Unity - Scripting API: ScriptableRenderContext

ScriptableRenderContext

struct in UnityEngine.Rendering

/

Implemented in:UnityEngine.CoreModule

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Description

Defines state and drawing commands that custom render pipelines use.

When you define a custom RenderPipeline, you use a ScriptableRenderContext to schedule and submit state updates and drawing commands to the GPU.

A RenderPipeline.Render method implementation typically culls objects that the render pipeline doesn't need to render for every Camera (see CullingResults), and then makes a series of calls to ScriptableRenderContext.DrawRenderers intermixed with ScriptableRenderContext.ExecuteCommandBuffer calls. These calls set up global Shader properties, change render targets, dispatch compute shaders, and other rendering tasks. To actually execute the render loop, call ScriptableRenderContext.Submit.

Additional resources: RenderPipeline.

Public Methods Method Description BeginRenderPass Schedules the beginning of a new render pass. Only one render pass can be active at any time. BeginScopedRenderPass Schedules the beginning of a new render pass. If you call this a using-statement, Unity calls EndRenderPass automatically when exiting the using-block. Only one render pass can be active at any time. 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. 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. CreateGizmoRendererList Creates a new Gizmo RendererList. CreateRendererList Creates a new renderers RendererList. CreateShadowRendererList Creates a new shadow RendererList. CreateSkyboxRendererList Creates a new skybox RendererList. CreateUIOverlayRendererList Creates a new UIOverlay RendererList. CreateWireOverlayRendererList Creates a new WireOverlay RendererList. Cull Performs culling based on the ScriptableCullingParameters typically obtained from the Camera currently being rendered. CullShadowCasters Performs shadow casters culling for all the visible lights. DrawGizmos Schedules the drawing of a subset of Gizmos (before or after post-processing) for the given Camera. DrawUIOverlay Draw the UI overlay. DrawWireOverlay Schedules the drawing of a wireframe overlay for a given Scene view Camera. EndRenderPass Schedules the end of a currently active render pass. EndSubPass Schedules the end of the currently active sub pass. ExecuteCommandBuffer Schedules the execution of a custom graphics Command Buffer. ExecuteCommandBufferAsync Schedules the execution of a Command Buffer on an async compute queue. The ComputeQueueType that you pass in determines the queue order. HasInvokeOnRenderObjectCallbacks Check if any objects in the scene have OnRenderObject callbacks registered. InvokeOnRenderObjectCallback Schedules an invocation of the OnRenderObject callback for MonoBehaviour scripts. PrepareRendererListsAsync Starts to process the provided RendererLists in the background. QueryRendererListStatus Queries the status of a RendererList. SetupCameraProperties Schedules the setup of Camera specific global Shader variables. StartMultiEye Schedules a fine-grained beginning of stereo rendering on the ScriptableRenderContext. StereoEndRender Schedule notification of completion of stereo rendering on a single frame. StopMultiEye Schedules a stop of stereo rendering on the ScriptableRenderContext. Submit Submits all the scheduled commands to the rendering loop for execution. SubmitForRenderPassValidation This method submits all the scheduled commands to the rendering loop for validation. The validation checks whether render passes that were started with the BeginRenderPass call can execute the scheduled commands. Static Methods Method Description EmitGeometryForCamera Emits UI geometry for rendering for the specified camera. EmitWorldGeometryForSceneView Emits UI geometry into the Scene view for rendering. PopDisableApiRenderers Enable the immediate addition and removal of renderer scene nodes to the scene arrays. PushDisableApiRenderers Prevent the immediate addition or removal of renderer scene nodes to the scene arrays. This protects against the creation of invalid indices or dangling pointers caused by changes to the scene arrays after the culling output has been computed.

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