Zdexby TheHolyOneZ
49,743 classes
Class

RenderGraphPass

: Object
UnityEngine.Rendering.RenderGraphModule.RenderGraphPass, Unity.RenderPipelines.Core.Runtime 0x00B0 (176 B) inherited 0x0010 Unity.RenderPipelines.Core.Runtime.dll
0x00x00B0

Members 24

OffsetSizeNameTypeFlagsDefault
0x08<name>k__BackingFieldstringPrivate—
0x04<index>k__BackingFieldintPrivate—
0x04<type>k__BackingFieldRenderGraphPassTypePrivate—
0x08<customSampler>k__BackingFieldProfilingSamplerPrivate—
0x01<enableAsyncCompute>k__BackingFieldboolPrivate—
0x01<allowPassCulling>k__BackingFieldboolPrivate—
0x01<allowGlobalState>k__BackingFieldboolPrivate—
0x01<enableFoveatedRasterization>k__BackingFieldboolPrivate—
0x1C<depthAccess>k__BackingFieldTextureAccessPrivate—
0x08<colorBufferAccess>k__BackingFieldTextureAccess[]Private—
0x04<colorBufferMaxIndex>k__BackingFieldintPrivate—
0x00540x04padding / unreflected
0x08<fragmentInputAccess>k__BackingFieldTextureAccess[]Private—
0x04<fragmentInputMaxIndex>k__BackingFieldintPrivate—
0x00640x04padding / unreflected
0x08<randomAccessResource>k__BackingFieldRandomWriteResourceInfo[]Private—
0x04<randomAccessResourceMaxIndex>k__BackingFieldintPrivate—
0x01<generateDebugData>k__BackingFieldboolPrivate—
0x01<allowRendererListCulling>k__BackingFieldboolPrivate—
0x00760x02padding / unreflected
0x08resourceReadListsList<UnityEngine.Rendering.RenderGraphModule.ResourceHandle>[]Public—
0x08resourceWriteListsList<UnityEngine.Rendering.RenderGraphModule.ResourceHandle>[]Public—
0x08transientResourceListList<UnityEngine.Rendering.RenderGraphModule.ResourceHandle>[]Public—
0x08usedRendererListListList<UnityEngine.Rendering.RenderGraphModule.RendererListHandle>Public—
0x08setGlobalsListList<System.ValueTuple<UnityEngine.Rendering.RenderGraphModule.TextureHandlePublic—
0x01useAllGlobalTexturesboolPublic—
0x00A10x07padding / unreflected
0x08implicitReadsListList<UnityEngine.Rendering.RenderGraphModule.ResourceHandle>Public—

Functions 64

SignatureFlagsNativeParams
void Execute(InternalRenderGraphContext renderGraphContext)Public+3 flags0x08
void Release(RenderGraphObjectPool pool)Public+3 flags0x08
bool HasRenderFunc()Public+3 flags0x01
int GetRenderFuncHash()Public+3 flags0x04
string get_name()Public+1 flags0x08
void set_name(const string& value)2 flags0x08
int get_index()Public+1 flags0x04
void set_index(int value)2 flags0x04
RenderGraphPassType get_type()Public+1 flags0x04
void set_type(const RenderGraphPassType& value)2 flags0x04
ProfilingSampler get_customSampler()Public+1 flags0x08
void set_customSampler(ProfilingSampler value)2 flags0x08
bool get_enableAsyncCompute()Public+1 flags0x01
void set_enableAsyncCompute(bool value)2 flags0x01
bool get_allowPassCulling()Public+1 flags0x01
void set_allowPassCulling(bool value)2 flags0x01
bool get_allowGlobalState()Public+1 flags0x01
void set_allowGlobalState(bool value)2 flags0x01
bool get_enableFoveatedRasterization()Public+1 flags0x01
void set_enableFoveatedRasterization(bool value)2 flags0x01
TextureAccess get_depthAccess()Public+1 flags0x1C
void set_depthAccess(const TextureAccess& value)2 flags0x1C
TextureAccess[] get_colorBufferAccess()Public+1 flags0x08
void set_colorBufferAccess(const TextureAccess[]& value)2 flags0x08
int get_colorBufferMaxIndex()Public+1 flags0x04
void set_colorBufferMaxIndex(int value)2 flags0x04
TextureAccess[] get_fragmentInputAccess()Public+1 flags0x08
void set_fragmentInputAccess(const TextureAccess[]& value)2 flags0x08
int get_fragmentInputMaxIndex()Public+1 flags0x04
void set_fragmentInputMaxIndex(int value)2 flags0x04
RandomWriteResourceInfo[] get_randomAccessResource()Public+1 flags0x08
void set_randomAccessResource(const RandomWriteResourceInfo[]& value)2 flags0x08
int get_randomAccessResourceMaxIndex()Public+1 flags0x04
void set_randomAccessResourceMaxIndex(int value)2 flags0x04
bool get_generateDebugData()Public+1 flags0x01
void set_generateDebugData(bool value)2 flags0x01
bool get_allowRendererListCulling()Public+1 flags0x01
void set_allowRendererListCulling(bool value)2 flags0x01
void .ctor()Public+1 flags0x00
void Clear()Public0x00
bool HasRenderAttachments()Public0x01
bool IsTransient(ref ResourceHandle& res)Public0x0C
bool IsWritten(ref ResourceHandle& res)Public0x0C
bool IsRead(ref ResourceHandle& res)Public0x0C
bool IsAttachment(ref TextureHandle& res)Public0x10
void AddResourceWrite(ref ResourceHandle& res)Public0x0C
void AddResourceRead(ref ResourceHandle& res)Public0x0C
void AddTransientResource(ref ResourceHandle& res)Public0x0C
void UseRendererList(ref RendererListHandle& rendererList)Public0x0C
void EnableAsyncCompute(bool value)Public0x01
void AllowPassCulling(bool value)Public0x01
void EnableFoveatedRasterization(bool value)Public0x01
void AllowRendererListCulling(bool value)Public0x01
void AllowGlobalState(bool value)Public0x01
void GenerateDebugData(bool value)Public0x01
void SetColorBuffer(ref TextureHandle& resource, int index)Public0x10
void SetColorBufferRaw(ref TextureHandle& resource, int index, const AccessFlags& accessFlags, int mipLevel, int depthSlice)Public0x10
void SetFragmentInputRaw(ref TextureHandle& resource, int index, const AccessFlags& accessFlags, int mipLevel, int depthSlice)Public0x10
void SetRandomWriteResourceRaw(ref ResourceHandle& resource, int index, bool preserveCounterValue, const AccessFlags& accessFlags)Public0x0C
void SetDepthBuffer(ref TextureHandle& resource, const DepthAccess& flags)Public0x10
void SetDepthBufferRaw(ref TextureHandle& resource, const AccessFlags& accessFlags, int mipLevel, int depthSlice)Public0x10
void ComputeTextureHash(ref HashFNV1A32& generator, ref ResourceHandle& handle, RenderGraphResourceRegistry resources)Private0x0C
void ComputeHash(ref HashFNV1A32& generator, RenderGraphResourceRegistry resources)Public0x08
void ComputeHashForTextureAccess(ref HashFNV1A32& generator, ref ResourceHandle& handle, ref TextureAccess& textureAccess)PrivateStatic0x1C

Subclasses 5

Used by 24

types with a member, parameter or interface of this type