Legacy Documentation: Version 2018.2 (Go to current version)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

CullResults

struct in UnityEngine.Experimental.Rendering

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Culling results (visible objects, lights, reflection probes).

In a scriptable render loop, the rendering process is typically doing culling for each camera (CullResults.Cull), followed by rendering subsets of visible objects (RenderLoop.DrawRenderers) and processing visible lights (visibleLights, visibleReflectionProbes).

CullResults also provides several functions to aid shadow rendering (ComputeDirectionalShadowMatricesAndCullingPrimitives, ComputeSpotShadowMatricesAndCullingPrimitives, ComputePointShadowMatricesAndCullingPrimitives).

Properties

visibleLightsArray of visible lights.
visibleOffscreenVertexLightsOff screen lights that still effect visible scene vertices.
visibleReflectionProbesArray of visible reflection probes.
visibleRenderersVisible renderers.

Public Methods

ComputeDirectionalShadowMatricesAndCullingPrimitivesCalculates the view and projection matrices and shadow split data for a directional light.
ComputePointShadowMatricesAndCullingPrimitivesCalculates the view and projection matrices and shadow split data for a point light.
ComputeSpotShadowMatricesAndCullingPrimitivesCalculates the view and projection matrices and shadow split data for a spot light.
FillLightIndicesFills a compute buffer with per-object light indices.
GetLightIndexMapIf a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.
GetLightIndicesCountGets the number of per-object light indices.
GetShadowCasterBoundsReturns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges.
SetLightIndexMapIf a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. If an element of the array is set to -1, the light corresponding to that element will be disabled.

Static Methods

CullPerform culling for a Camera.
GetCullingParametersGet culling parameters for a camera.
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答