Struct RenderFilterSettings
Represents settings that control when to render a given entity.
Namespace: Unity.Entities.Graphics
Assembly: solution.dll
Syntax
public struct RenderFilterSettings : ISharedComponentData, IQueryTypeParameter
Remarks
For example, you can set the layermask of the entity and also set whether to render an entity in shadow maps or motion passes.
Fields
| Name | Description |
|---|---|
| Layer | The LayerMask index. |
| MotionMode | Specifies what kinds of motion vectors to generate for the entity, if any. |
| ReceiveShadows | Indicates whether to cast shadows onto the entity. |
| RenderingLayerMask | The rendering layer the entity is part of. |
| ShadowCastingMode | Specifies how the entity should cast shadows. |
| StaticShadowCaster | Indicates whether the entity is a static shadow caster. |
Properties
| Name | Description |
|---|---|
| Default | Returns a new default instance of RenderFilterSettings. |
| IsInMotionPass | Indicates whether the motion mode for the current pass is not camera. |
Methods
| Name | Description |
|---|---|
| Equals(object) | Indicates whether the current instance is equal to the specified object. |
| Equals(RenderFilterSettings) | Indicates whether the current instance is equal to the specified RenderFilterSettings. |
| GetHashCode() | Calculates the hash code for this object. |
Operators
| Name | Description |
|---|---|
| operator ==(RenderFilterSettings, RenderFilterSettings) | |
| operator !=(RenderFilterSettings, RenderFilterSettings) |