Enum UniversalResource
Enumerates the identifiers to use with the FrameResource manager to get/set URP frame resources.
Namespace: UnityEngine.Rendering.Universal
Syntax
public enum UniversalResource
Fields
| Name | Description | Value |
|---|---|---|
| BackBufferColor | The backbuffer color used to render directly to screen. All passes can write to it depending on frame setup. |
0 |
| BackBufferDepth | The backbuffer depth used to render directly to screen. All passes can write to it depending on frame setup. |
1 |
| CameraColor | Main offscreen camera color target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled. |
2 |
| CameraDepth | Main offscreen camera depth target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled. |
3 |
| MainShadowsTexture | Main shadow map. |
4 |
| AdditionalShadowsTexture | Additional shadow map. |
5 |
| GBuffer0 | GBuffer0. Written to by the GBuffer pass. |
6 |
| GBuffer1 | GBuffer1. Written to by the GBuffer pass. |
7 |
| GBuffer2 | GBuffer2. Written to by the GBuffer pass. |
8 |
| GBuffer3 | GBuffer3. Written to by the GBuffer pass. |
9 |
| GBuffer4 | GBuffer4. Written to by the GBuffer pass. |
10 |
| CameraOpaqueTexture | Camera opaque texture. Contains a copy of CameraColor if the CopyColor pass is executed. |
11 |
| CameraDepthTexture | Camera depth texture. Contains the scene depth if the CopyDepth or Depth Prepass passes are executed. |
12 |
| CameraNormalsTexture | Camera normals texture. Contains the scene depth if the DepthNormals Prepass pass is executed. |
13 |
| MotionVectorColor | Motion Vector Color. Written to by the Motion Vector passes. |
14 |
| MotionVectorDepth | Motion Vector Depth. Written to by the Motion Vector passes. |
15 |
| InternalColorLut | Internal Color LUT. Written to by the InternalLUT pass. |
16 |
| AfterPostProcessColor | After Post Process Color. Stores the contents of the main color target after the post processing passes. |
17 |
| OverlayUITexture | Overlay UI Texture. The DrawScreenSpaceUI pass writes to this texture when rendering off-screen. |
18 |
| RenderingLayersTexture | Rendering Layers Texture. Can be written to by the DrawOpaques pass or DepthNormals prepass based on settings. |
19 |
| DBuffer0 | DBuffer0. Written to by the Decals pass. |
20 |
| DBuffer1 | DBuffer1. Written to by the Decals pass. |
21 |
| DBuffer2 | DBuffer2. Written to by the Decals pass. |
22 |
| DBufferDepth | DBufferDepth. Written to by the Decals pass. |
23 |