包含与以下内容相关的配置参数:渲染器应光栅化到场景中的哪个视图,以及光栅化结果的渲染目标(可以是纹理数组)。
XRRenderPass 可以包含多个 XRRenderParameter(渲染管线以不同的视口或纹理数组切片的形式渲染到输出纹理的视点)。渲染管线必须通过 GetRenderParameter]] 查询每个子 XRRenderParameter via 。实现 XRRenderPass 的最佳方式是先进行剔除,然后对于生成的对象提交一次绘制调用。也可以使用实例化渲染等技术优化包含多个 [[XRRenderParameter 的 XRRenderPasses。
XRRenderPass 通常由可编程渲染管线使用。
cullingPassIndex | 渲染管线可以传递给 XRDisplaySubsystem.GetCullingParameters 来获得剔除信息的索引。 |
foveatedRenderingInfo | A pointer to a native struct containing platform-specific data for foveated rendering. |
hasMotionVectorPass | A boolean indicating if this render pass contains a motion-vector generation pass. |
motionVectorRenderTarget | The output render-texture target for the motion-vector generation render pass. |
motionVectorRenderTargetDesc | The render texture description for the target texture for the motion-vector render pass. |
renderPassIndex | 渲染通道的索引(最初传入到 XRDisplaySubsystem.GetRenderPass)。 |
renderTarget | 渲染通道的输出目标。 |
renderTargetDesc | 可以传递给 RenderTexture.GetTemporary 的描述符,用以创建与 XR 显示渲染目标匹配的临时纹理。 |
shouldFillOutDepth | 当其为 false 时,最佳的渲染器可以避免解析深度缓冲区。 |
GetRenderParameter | 获取特定 XRRenderPass 的 XRRenderParameter。 |
GetRenderParameterCount | 此 XRRenderPass 的 XRRenderParameter 条目数。 |
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