Version: 2017.2
Experimental: this API is experimental and might be changed or removed in the future.

RenderPassAttachment

class in UnityEngine.Experimental.Rendering

/

다음으로부터 상속:Object

매뉴얼로 전환

설명

A declaration of a single color or depth rendering surface to be attached into a RenderPass.

A RenderPassAttachment object identifies a single color or depth rendering surface that can be used with a RenderPass. Note that the RenderPassAttachment object derives from UnityEngine.Object so they do not get garbage collected like normal C# objects. Instead, they are only GC'd when unloading a scene or when Resources.UnloadUnusedAssets() is called. Therefore do not create these objects each frame: Instead, create these objects in the constructor of your rendering class, and reuse those objects each frame.

변수

clearColorThe currently assigned clear color for this attachment. Default is black.
clearDepthCurrently assigned depth clear value for this attachment. Default value is 1.0.
clearStencilCurrently assigned stencil clear value for this attachment. Default is 0.
formatThe RenderTextureFormat of this attachment.
loadActionThe load action to be used on this attachment when the RenderPass starts.
storeActionThe store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called.

생성자

RenderPassAttachmentCreate a RenderPassAttachment to be used with RenderPass.

Public 함수

BindResolveSurfaceWhen the renderpass that uses this attachment ends, resolve the MSAA surface into the given target.
BindSurfaceBinds this RenderPassAttachment to the given target surface.
ClearWhen the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear.

상속된 멤버

변수

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public 함수

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

정적 함수

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
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