Table of Contents

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
GLMonoBehaviour
PostProcess<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.runInEditMode
Component.GetComponent<T>()
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentsInParent<T>()
Component.transform
Component.gameObject
Component.tag
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object)
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.name
Object.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.

  1. Define a new class (for example, ToneMapProperties that extends from ShaderProperties and override the relevant methods and properties.
  2. Define ToneMapPostProcess that extends from PostProcess{ToneMapProperties}.

You can then use ToneMapPostProcess like any other post process.

Properties

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

sourceTexture RenderTexture

The full screen source texture.

destTexture RenderTexture

The 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.