Class GLMapRenderFeature<TMapProperties>
A render feature that renders a map to a render texture.
public class GLMapRenderFeature<TMapProperties> : GLMapRenderFeature, IDisposable where TMapProperties : MapProperties
Type Parameters
TMapPropertiesThe type of map properties used to configure the map rendering.
- Inheritance
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ScriptableRendererFeatureGLMapRenderFeature<TMapProperties>
- Implements
- Derived
- Inherited Members
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ScriptableRendererFeature.isActiveScriptableRendererFeature.OnCameraPreCull(ScriptableRenderer, in CameraData)ScriptableRendererFeature.Dispose()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)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
A map encodes scene information in a texture that can be used by post effects.
To use a map renderer feature (a concrete subclass of this generic class):
- Add the renderer feature to your UnityEngine.Rendering.Universal.ScriptableRenderer asset.
- Configure the properties.
To render your own type of map:
- Create a shader that can render the information you need.
- (Optional) Create a background shader to render the background of the map.
- Create a new class inheriting from MapProperties, that sets up the material properties for your shader (and background shader if needed).
- Create extend from GLMapRenderFeature<TMapProperties> class using your new MapProperties type as the generic parameter. Generally the class can be empty (a concrete type is needed to show up in the inspector).
Methods
AddRenderPasses(ScriptableRenderer, ref RenderingData)
Injects one or multiple ScriptableRenderPass in the renderer.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
Parameters
rendererScriptableRendererRenderer used for adding render passes.
renderingDataRenderingDataRendering state. Use this to setup render passes.
Create()
Initializes this feature's resources. This is called every time serialization happens.
public override void Create()
Dispose(bool)
protected override void Dispose(bool disposing)
Parameters
disposingbool