Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassCSharpScript.template
2024-08-26 23:07:20 +03:00

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using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
class #SCRIPTNAME# : CustomPass
{
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
// Setup code here
}
protected override void Execute(CustomPassContext ctx)
{
// Executed every frame for all the camera inside the pass volume.
// The context contains the command buffer to use to enqueue graphics commands.
}
protected override void Cleanup()
{
// Cleanup code
}
}