UniversalResourceData
class in UnityEngine.Rendering.Universal · Unity.RenderPipelines.Universal.Runtime · inherits from ContextItem
Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix
The frame's textures passes read and write: the camera's color (which passes can replace with a texture of their own), depth, shadow maps.
Properties 18
TextureHandle activeColorTexture { get; }TextureHandle activeDepthTexture { get; }TextureHandle additionalShadowsTexture { get; set; }TextureHandle afterPostProcessColor { get; }TextureHandle backBufferColor { get; }TextureHandle backBufferDepth { get; }TextureHandle cameraColor { get; set; }TextureHandle cameraDepth { get; set; }TextureHandle cameraDepthTexture { get; }TextureHandle cameraNormalsTexture { get; }TextureHandle cameraOpaqueTexture { get; }TextureHandle internalColorLut { get; set; }bool isActiveTargetBackBuffer { get; }Whether the camera draws straight to the screen (passes then can't read its color): never here.
TextureHandle mainShadowsTexture { get; set; }TextureHandle motionVectorColor { get; set; }TextureHandle motionVectorDepth { get; set; }TextureHandle overlayUITexture { get; }TextureHandle ssaoTexture { get; }Methods 2
void Reset()void SwitchActiveTexturesToBackbuffer()