Zdexby TheHolyOneZ
49,743 classes
Class

ProbeVolumeDebugPass

: ScriptableRenderPass : Object
UnityEngine.Rendering.Universal.ProbeVolumeDebugPass, Unity.RenderPipelines.Universal.Runtime 0x00D0 (208 B) inherited 0x00B8 Unity.RenderPipelines.Universal.Runtime.dll
0x00x00D0

Members 3

OffsetSizeNameTypeFlagsDefault
0x08m_ComputeShaderComputeShaderPrivate—
0x08m_DepthTextureRTHandlePrivate—
0x08m_NormalTextureRTHandlePrivate—
Inherited from ScriptableRenderPass 25
OffsetSizeNameTypeFlagsDefault
0x08k_CameraTargetRTHandlePublicStatic—
0x00080x08padding / unreflected
0x04<renderPassEvent>k__BackingFieldRenderPassEventPrivate—
0x00140x04padding / unreflected
0x08m_ColorStoreActionsRenderBufferStoreAction[]Private—
0x04m_DepthStoreActionRenderBufferStoreActionPrivate—
0x01<requiresIntermediateTexture>k__BackingFieldboolPrivate—
0x00250x03padding / unreflected
0x08m_OverriddenColorStoreActionsbool[]Private—
0x01m_OverriddenDepthStoreActionboolPrivate—
0x00310x07padding / unreflected
0x08m_ProfingSamplerProfilingSamplerPrivate—
0x08m_PassNamestringPrivate—
0x08m_RenderGraphSettingsRenderGraphSettingsPrivate—
0x01<overrideCameraTarget>k__BackingFieldboolPrivate—
0x01<isBlitRenderPass>k__BackingFieldboolPrivate—
0x01<useNativeRenderPass>k__BackingFieldboolPrivate—
0x01<breakGBufferAndDeferredRenderPass>k__BackingFieldboolPrivate—
0x04<renderPassQueueIndex>k__BackingFieldintPrivate—
0x10m_ColorAttachmentIndicesNativeArray<System.Int32>1 flags—
0x10m_InputAttachmentIndicesNativeArray<System.Int32>1 flags—
0x08<renderTargetFormat>k__BackingFieldGraphicsFormat[]Private—
0x08m_ColorAttachmentsRTHandle[]Private—
0x08m_InputAttachmentsRTHandle[]1 flags—
0x08m_InputAttachmentIsTransientbool[]1 flags—
0x08m_DepthAttachmentRTHandlePrivate—
0x04m_InputScriptableRenderPassInputPrivate—
0x04m_ClearFlagClearFlagPrivate—
0x10m_ClearColorColorPrivate—

Functions 4

SignatureFlagsNativeParams
void .ctor(const RenderPassEvent& evt, ComputeShader computeShader)Public+1 flags0x08
void Setup(RTHandle depthBuffer, RTHandle normalBuffer)Public0x08
void Execute(const ScriptableRenderContext& context, ref RenderingData& renderingData)Public+1 flags0x28
void Render(RenderGraph renderGraph, ContextContainer frameData, const TextureHandle& depthPyramidBuffer, const TextureHandle& normalBuffer)1 flags0x10