public sealed class RenderGraphPassBuilderWhat a pass declares about itself, before it runs.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Declaration is separated from execution because the graph has to know the whole frame before any of it happens: what nothing reads can be culled, what does not overlap can share memory, and what changes use needs a barrier — and none of those are answerable one pass at a time.
The builder is handed to the setup callback and is not valid afterwards. Keeping one and declaring into it later would declare into a graph that has already been compiled, which RenderGraph refuses rather than silently ignores.
Fields and properties (1)
public PassKind KindWhich queue the pass belongs on.
Methods (8)
public void Reads(GraphTexture texture, ResourceState state = ShaderRead)States that the pass reads a texture.
public void Reads(GraphBuffer buffer, ResourceState state = ShaderRead)States that the pass reads a buffer.
public void Writes(GraphTexture texture, ResourceState state = ShaderWrite)States that the pass writes a texture.
public void Writes(GraphBuffer buffer, ResourceState state = ShaderWrite)States that the pass writes a buffer.
public void ColourAttachment(GraphTexture texture, LoadAction load = Clear, Color4 clear = default(Color4), StoreAction? store = null)Renders into a texture as a colour attachment.
public void DepthAttachment(GraphTexture texture, LoadAction load = Clear, float clearDepth = 0, byte clearStencil = 0, bool readOnly = false, StoreAction? store = null)Renders into a texture as the depth-stencil attachment.
public void SideEffect()States that the pass matters even if nothing reads what it writes.
public void Execute(Action<RenderGraphContext> body)What the pass does when it runs.
Used by (36)
- PbrShowcaseGamePbrShowcase
- TriangleGameHelloTriangle
- UiHostHelloUi
- VideoGameVideoPlayback
- BufferReadbackRendererVixen.Rendering
- BufferTransferTestsVixen.Rendering.Tests
- BufferUploadRendererVixen.Rendering
- ClusterCullingRendererVixen.Rendering
- ComputeRendererVixen.Rendering
- DebugDrawImageTestsVixen.Graphics.Golden.Tests
- EditorGizmoFacingDeviceTestsVixen.Graphics.Golden.Tests
- FullScreenRendererVixen.Rendering
- GlobalDistanceFieldRendererVixen.Rendering
- GoldenImageTestsVixen.Graphics.Golden.Tests
- GpuCullingRendererVixen.Rendering
- HiZRendererVixen.Rendering
- IrradianceFieldRendererVixen.Rendering
- LineImageTestsVixen.Graphics.Golden.Tests
- PipelineStateImageTestsVixen.Graphics.Golden.Tests
- PunctualShadowRendererVixen.Rendering
- ReflectionRendererVixen.Rendering.PostFx
- RenderGraphVixen.Graphics.RenderGraph
- RenderGraphPropertyTestsVixen.Graphics.RenderGraph.Tests
- RenderGraphTestsVixen.Graphics.RenderGraph.Tests
- RenderPassRendererVixen.Rendering
- ScreenProbeGatherRendererVixen.Rendering.PostFx
- ShadowAtlasTileDeviceTestsVixen.Graphics.Golden.Tests
- ShadowMapRendererVixen.Rendering
- SurfaceCacheRendererVixen.Rendering
- UiFrameLifetimeTestsVixen.Graphics.Golden.Tests
- UiImageTestsVixen.Graphics.Golden.Tests
- VirtualShadowRendererVixen.Rendering
- VisibilityBufferRendererVixen.Rendering
- EditorHostVixen.Editor.Host
- PickingRendererVixen.Editor.SceneView
- ScenePresenterVixen.Editor.App