HDRP ShaderPass说明
所有PassName
public static class HDShaderPassNames
{
// ShaderPass string - use to have consistent name through the code
public static readonly string s_EmptyStr = "";
public static readonly string s_ForwardStr = "Forward";
public static readonly string s_DepthOnlyStr = "DepthOnly";
public static readonly string s_DepthForwardOnlyStr = "DepthForwardOnly";
public static readonly string s_ForwardOnlyStr = "ForwardOnly";
public static readonly string s_GBufferStr = "GBuffer";
public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass";
public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit";
public static readonly string s_MotionVectorsStr = "MotionVectors";
public static readonly string s_DistortionVectorsStr = "DistortionVectors";
public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass";
public static readonly string s_TransparentBackfaceStr = "TransparentBackface";
public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass";
public static readonly string s_MetaStr = "Meta";
public static readonly string s_ShadowCasterStr = "ShadowCaster";
public static readonly string s_MeshDecalsStr = "DBufferMesh";
// ShaderPass name
public static readonly ShaderPassName s_EmptyName = new ShaderPassName(s_EmptyStr);
public static readonly ShaderPassName s_ForwardName = new ShaderPassName(s_ForwardStr);
public static readonly ShaderPassName s_DepthOnlyName = new ShaderPassName(s_DepthOnlyStr);
public static readonly ShaderPassName s_DepthForwardOnlyName = new ShaderPassName(s_DepthForwardOnlyStr);
public static readonly ShaderPassName s_ForwardOnlyName = new ShaderPassName(s_ForwardOnlyStr);
public static readonly ShaderPassName s_GBufferName = new ShaderPassName(s_GBufferStr);
public static readonly ShaderPassName s_GBufferWithPrepassName = new ShaderPassName(s_GBufferWithPrepassStr);
public static readonly ShaderPassName s_SRPDefaultUnlitName = new ShaderPassName(s_SRPDefaultUnlitStr);
public static readonly ShaderPassName s_MotionVectorsName = new ShaderPassName(s_MotionVectorsStr);
public static readonly ShaderPassName s_DistortionVectorsName = new ShaderPassName(s_DistortionVectorsStr);
public static readonly ShaderPassName s_TransparentDepthPrepassName = new ShaderPassName(s_TransparentDepthPrepassStr);
public static readonly ShaderPassName s_TransparentBackfaceName = new ShaderPassName(s_TransparentBackfaceStr);
public static readonly ShaderPassName s_TransparentDepthPostpassName = new ShaderPassName(s_TransparentDepthPostpassStr);
public static readonly ShaderPassName s_MeshDecalsName = new ShaderPassName(s_MeshDecalsStr);
// Legacy name 这部分的Pass都会作为ErrorPass渲染
public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always");
public static readonly ShaderPassName s_ForwardBaseName = new ShaderPassName("ForwardBase");
public static readonly ShaderPassName s_DeferredName = new ShaderPassName("Deferred");
public static readonly ShaderPassName s_PrepassBaseName = new ShaderPassName("PrepassBase");
public static readonly ShaderPassName s_VertexName = new ShaderPassName("Vertex");
public static readonly ShaderPassName s_VertexLMRGBMName = new ShaderPassName("VertexLMRGBM");
public static readonly ShaderPassName s_VertexLMName = new ShaderPassName("VertexLM");
}
Forward
所有在前向渲染物体使用这个Pass,正常情况下使用Deferred时,所有不透明物体都需要在DeferredPass 完成渲染,这里只渲染透明物体。
ForwardOnly
通过ForwardOnly可以强制在Forward 阶段渲染不透明物体
无光照物体使用这个Pass,并且不输出法线
DepthForwardOnly
和ForwardOnly对应使用
DepthOnly
渲染深度,Forward和Deferred必须有一个深度
TransparentDepthPrepass
透明物体Prepass深度