Class PostProcess<TShaderProperties>
- Namespace
- Gamelogic.Fx.BuiltIn.PostProcessing
- Assembly
- Gamelogic.Fx.BuiltIn.dll
⭐ Contains basic functionality for a full screen post process effect.
[ExecuteInEditMode]
public class PostProcess<TShaderProperties> : PostProcess, IPostProcess where TShaderProperties : ShaderProperties, new()
Type Parameters
TShaderProperties
- Inheritance
-
GLMonoBehaviourPostProcess<TShaderProperties>
- Implements
- Derived
- Inherited Members
-
GLMonoBehaviour.FindObjectsOfInterface<TInterface>()GLMonoBehaviour.FindRequiredObjectOfType<T>()GLMonoBehaviour.GetRequiredComponent<T>()GLMonoBehaviour.GetRequiredComponentInChildren<T>()MonoBehaviour.IsInvoking()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.runInEditModeComponent.GetComponent<T>()Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentsInParent<T>()Component.GetComponentIndex()Component.transformComponent.gameObjectComponent.tagObject.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.InstantiateAsync<T>(T, InstantiateParameters)Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.nameObject.hideFlags
Remarks
Intended for the built-in render pipeline.
To define a new post process
If it is a separable effect, see SeparablePostProcess<TShaderProperties> instead.
- Define a new class (for example,
ToneMapPropertiesthat extends from ShaderProperties and override the relevant methods and properties. - Define
ToneMapPostProcessthat extends fromPostProcess{ToneMapProperties}.
You can then use ToneMapPostProcess like any other post process.
Properties
BaseProperties
The shader properties for this post process, as the non-generic base type.
public override ShaderProperties BaseProperties { get; }
Property Value
Remarks
Lets editor tooling (for example the shader variant collector) work with any PostProcess<TShaderProperties> without needing a case per concrete effect type.
Properties
The shader properties for this post process.
public TShaderProperties Properties { get; }
Property Value
- TShaderProperties
Methods
OnRenderImage(RenderTexture, RenderTexture)
Renders the post process effect.
public virtual void OnRenderImage(RenderTexture sourceTexture, RenderTexture destTexture)
Parameters
sourceTextureRenderTextureThe full screen source texture.
destTextureRenderTextureThe render target for the post process.
ReloadShader()
Gets the shader by name.
public void ReloadShader()
Remarks
This is helpful while developing shaders, to get a new copy of it.