forked from BilalY/Rasagar
15 lines
1.4 KiB
Markdown
15 lines
1.4 KiB
Markdown
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# **Understand Custom Passes**
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A **Custom Pass** controls how Unity renders the objects in a scene. You can configure a Custom Pass using a Custom Pass Volume. Custom pass Volumes function in a similar way to [HDRP Volumes](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.0/manual/Volumes.html). A Custom Pass allows you to do the following:
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- Change the appearance of materials in your scene.
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- Change the order that Unity renders GameObjects in.
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- Allows Unity to read camera buffers to shaders.
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For example, you can use a Custom Pass to blur the background of a camera’s view while the in-game UI is visible.
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Unity executes a Custom Pass at a certain point during the HDRP render loop using an [Injection Point](Custom-Pass-Injection-Points.md). You can change the injection point to control how the Custom Pass affects the appearance of your scene.
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You define the visual effect of a Custom Pass in a Unity shader, and then assign a material that uses that Unity shader to the Custom Pass Volume. You can create a Unity shader to use in a Custom Pass using Shader Graph, or you can write a Unity shader using C# and HLSL. For information about writing your own Custom Pass Unity shader, see [Custom Renderers Pass shader](custom-pass-create-gameobject.md#custom-renderers-pass-shader).
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[![A Custom Pass affecting multiple GameObjects in the Camera’s view](Images/CustomPass_TIPS_Effect.png)](https://github.com/alelievr/HDRP-Custom-Passes)
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