Class UniversalRenderPipeline
Inheritance
UniversalRenderPipeline
Inherited Members
UnityEngine.Rendering.RenderPipeline.ProcessRenderRequests(UnityEngine.Rendering.ScriptableRenderContext, UnityEngine.Camera, System.Collections.Generic.List<UnityEngine.Camera.RenderRequest>)
UnityEngine.Rendering.RenderPipeline.BeginContextRendering(UnityEngine.Rendering.ScriptableRenderContext, System.Collections.Generic.List<UnityEngine.Camera>)
UnityEngine.Rendering.RenderPipeline.EndContextRendering(UnityEngine.Rendering.ScriptableRenderContext, System.Collections.Generic.List<UnityEngine.Camera>)
UnityEngine.Rendering.RenderPipeline.Render(UnityEngine.Rendering.ScriptableRenderContext, System.Collections.Generic.List<UnityEngine.Camera>)
Syntax
public sealed class UniversalRenderPipeline : RenderPipeline
Constructors
UniversalRenderPipeline(UniversalRenderPipelineAsset)
Declaration
public UniversalRenderPipeline(UniversalRenderPipelineAsset asset)
Parameters
Fields
k_ShaderTagName
Declaration
public const string k_ShaderTagName = "UniversalPipeline"
Field Value
Properties
asset
Returns the current render pipeline asset for the current quality setting.
If no render pipeline asset is assigned in QualitySettings, then returns the one assigned in GraphicsSettings.
Declaration
public static UniversalRenderPipelineAsset asset { get; }
Property Value
maxPerObjectLights
Declaration
public static int maxPerObjectLights { get; }
Property Value
maxRenderScale
Declaration
public static float maxRenderScale { get; }
Property Value
maxShadowBias
Declaration
public static float maxShadowBias { get; }
Property Value
maxVisibleAdditionalLights
Declaration
public static int maxVisibleAdditionalLights { get; }
Property Value
minRenderScale
Declaration
public static float minRenderScale { get; }
Property Value
Methods
Dispose(Boolean)
Declaration
protected override void Dispose(bool disposing)
Parameters
Type |
Name |
Description |
Boolean |
disposing |
|
Overrides
UnityEngine.Rendering.RenderPipeline.Dispose(System.Boolean)
GetLightAttenuationAndSpotDirection(LightType, Single, Matrix4x4, Single, Nullable<Single>, out Vector4, out Vector4)
Declaration
public static void GetLightAttenuationAndSpotDirection(LightType lightType, float lightRange, Matrix4x4 lightLocalToWorldMatrix, float spotAngle, float? innerSpotAngle, out Vector4 lightAttenuation, out Vector4 lightSpotDir)
Parameters
InitializeLightConstants_Common(NativeArray<VisibleLight>, Int32, out Vector4, out Vector4, out Vector4, out Vector4, out Vector4)
Declaration
public static void InitializeLightConstants_Common(NativeArray<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel)
Parameters
IsGameCamera(Camera)
Checks if a camera is a game camera.
Declaration
public static bool IsGameCamera(Camera camera)
Parameters
Type |
Name |
Description |
Camera |
camera |
Camera to check state from.
|
Returns
Type |
Description |
Boolean |
true if given camera is a game camera, false otherwise.
|
Render(ScriptableRenderContext, Camera[])
Declaration
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
Parameters
Overrides
RenderSingleCamera(ScriptableRenderContext, Camera)
Standalone camera rendering. Use this to render procedural cameras.
This method doesn't call BeginCameraRendering
and EndCameraRendering
callbacks.
Declaration
public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
Parameters
See Also