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    Enum FrameSettingsField

    Collection of settings used for rendering the frame.

    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    public enum FrameSettingsField

    Fields

    Name Description
    AdaptiveProbeVolume

    When enabled, HDRP uses probe volumes for baked lighting.

    AfterPostprocess

    When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.

    AlphaToMask

    When enabled, Cameras using these Frame Settings use Alpha To Mask. Activate MSAA to access this option.

    Antialiasing

    When enabled, HDRP processes anti-aliasing for camera using these Frame Settings.

    AsymmetricProjection

    When enabled, HDRP accounts for asymmetry in the projection matrix when evaluating the view direction based on pixel coordinates.

    AsyncCompute

    When enabled, HDRP executes certain Compute Shader commands in parallel. This only has an effect if the target platform supports async compute.

    AtmosphericScattering

    When enabled, Cameras using these Frame Settings render fog effects.

    BigTilePrepass

    When enabled, HDRP uses a big tile prepass for light visibility.

    Bloom

    When enabled, HDRP adds bloom to Cameras affected by a Volume containing the Bloom override.

    ChromaticAberration

    When enabled, HDRP adds chromatic aberration to Cameras affected by a Volume containing the Chromatic Aberration override.

    ClearGBuffers

    When enabled, HDRP clear GBuffers for Cameras using these Frame Settings. Set Lit Shader Mode to Deferred to access this option.

    ColorGrading

    When enabled, HDRP processes color grading for Cameras using these Frame Settings.

    ComputeLightVariants

    When enabled, HDRP uses light variant classification to compute lighting.

    ComputeMaterialVariants

    When enabled, HDRP uses material variant classification to compute lighting.

    ComputeThickness

    When enabled, Cameras using these Frame Settings allow generation of Texture of Thickness per GameObject.layer.

    ContactShadows

    When enabled, Cameras using these Frame Settings render Contact Shadows.

    ContactShadowsAsync

    When enabled, HDRP calculates Contact Shadows asynchronously.

    CustomPass

    When enabled, HDRP renders custom passes contained in CustomPassVolume components.

    CustomPostProcess

    When enabled on a Camera, HDRP renders user-written post processes.

    DecalLayers

    When enabled, Cameras that use these Frame Settings make use of DecalLayers.

    Decals

    When enabled, HDRP processes a decal render pass for Cameras using these Frame Settings.

    DepthOfField

    When enabled, HDRP adds depth of field to Cameras affected by a Volume containing the Depth Of Field override.

    DepthPrepassWithDeferredRendering

    When enabled, HDRP processes a full depth prepass for Cameras using these Frame Settings. Set Lit Shader Mode to Deferred to access this option.

    DirectSpecularLighting

    When enabled, Cameras that use these Frame Settings render Direct Specular lighting. This is a useful Frame Setting to use for baked Reflection Probes to remove view dependent lighting.

    Distortion

    When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings.

    Dithering

    When enabled, HDRP processes dithering for Cameras using these Frame Settings.

    ExposureControl

    When enabled, Cameras that use these Frame Settings use exposure values defined in relevant components.

    FPTLForForwardOpaque

    When enabled, HDRP uses FPTL for forward opaque.

    FilmGrain

    When enabled, HDRP adds film grain to Cameras affected by a Volume containing the Film Grain override.

    FullResolutionCloudsForSky

    When enabled, Cameras using these Frame Settings calculate Volumetric Clouds at full resolution when evaluating the sky texture.

    HighQualityLineRendering

    When enabled, HDRP renders line topology with high quality anti-aliasing and transparency.

    HighQualityLinesAsync

    When enabled, HDRP calculates High Quality Lines partially asynchronously.

    LODBias

    Set the LOD Bias with the value in lodBias.

    LODBiasMode

    Specifies the Level Of Detail Mode for Cameras using these Frame Settings use to render the Scene. Scale will allow to add a scale factor while Override will allow to set a specific value.

    LODBiasQualityLevel

    The quality level to use when fetching the value from the quality settings.

    LensDistortion

    When enabled, HDRP adds lens distortion to Cameras affected by a Volume containing the Lens Distortion override.

    LensFlareDataDriven

    When enabled, HDRP adds lens flare to Cameras.

    LensFlareScreenSpace

    When enabled, HDRP adds Screen Space lens flare post process to Cameras affected by a Volume containing the Screen Space Lens Flare override.

    LightLayers

    When enabled, Cameras that use these Frame Settings make use of LightLayers.

    LightListAsync

    When enabled, HDRP builds the Light List asynchronously.

    LitShaderMode

    Specifies the Lit Shader Mode for Cameras using these Frame Settings use to render the Scene.

    LowResTransparent

    When enabled, HDRP processes a transparent pass in a lower resolution for Cameras using these Frame Settings.

    MSAA

    When enabled, Cameras using these Frame Settings calculate MSAA when they render the Scene. Set Lit Shader Mode to Forward to access this option.

    MSAAMode

    Specify the level of MSAA used when rendering the Scene. Set Lit Shader Mode to Forward to access this option.

    MaterialQualityLevel

    The quality level to use when fetching the value from the quality settings.

    MaximumLODLevel

    Set the LOD Bias with the value in maximumLODLevel.

    MaximumLODLevelMode

    Specifies the Maximum Level Of Detail Mode for Cameras using these Frame Settings to use to render the Scene. Offset allows you to add an offset factor while Override allows you to set a specific value.

    MaximumLODLevelQualityLevel

    The quality level to use when fetching the value from the quality settings.

    MotionBlur

    When enabled, HDRP adds motion blur to Cameras affected by a Volume containing the Blur override.

    MotionVectors

    When enabled, HDRP processes a motion vector pass for Cameras using these Frame Settings.

    None

    No Frame Settings.

    NormalizeReflectionProbeWithProbeVolume

    When enabled, HDRP uses probe volumes to normalize the data sampled from reflection probes so they better match the lighting at the sampling location.

    ObjectMotionVectors

    When enabled, HDRP processes an object motion vector pass for Cameras using these Frame Settings.

    OpaqueObjects

    When enabled, Cameras using these Frame Settings render opaque GameObjects.

    PaniniProjection

    When enabled, HDRP adds panini projection to Cameras affected by a Volume containing the Panini Projection override.

    PlanarProbe

    When enabled, Cameras that use these Frame Settings calculate reflection from Planar Reflection Probes.

    Postprocess

    When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.

    RayTracing

    When enabled, HDRP updates ray tracing for Cameras using these Frame Settings.

    RaytracingVFX

    When enabled, HDRP will include visual effects in the ray tracing acceleration structure.

    ReflectionProbe

    When enabled, Cameras that use these Frame Settings calculate reflection from Reflection Probes.

    Refraction

    When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass.

    RenderingLayerMaskBuffer

    When enabled, Cameras that use these Frame Settings produce a buffer containing the Rendering Layer Mask of rendered meshes.

    ReplaceDiffuseForIndirect

    When enabled, Cameras that use these Frame Settings render Materials with base color as diffuse. This is a useful Frame Setting to use for real-time Reflection Probes because it renders metals as diffuse Materials to stop them appearing black when Unity can't calculate several bounces of specular lighting.

    ReprojectionForVolumetrics

    When enabled, Cameras using these Frame Settings use several previous frames to calculate volumetric effects which increases their overall quality at run time.

    RoughDistortion

    When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings.

    RoughRefraction

    When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass.

    SSAO

    When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion.

    SSAOAsync

    When enabled, HDRP calculates screen space ambient occlusion asynchronously.

    SSGI

    When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Global Illumination.

    SSR

    When enabled, Cameras using these Frame Settings calculate Screen Space Reflections.

    SSRAsync

    When enabled, HDRP calculates screen space reflection asynchronously.

    ScreenCoordOverride

    When enabled, HDRP evaluates post effects using transformed screen space coordinates, this allows post effects to be compatible with Cluster Display for example.

    ScreenSpaceShadows

    When enabled, Cameras using these Frame Settings render Screen Space Shadows.

    ShadowMaps

    When enabled, Cameras using these Frame Settings render shadows.

    Shadowmask

    When enabled, Cameras using these Frame Settings render shadows from Shadow Masks.

    SkyReflection

    When enabled, the Sky affects specular lighting for Cameras that use these Frame Settings.

    SssCustomDownsampleSteps

    Sets the custom number of downsample steps used by the Subsurface Scattering algorithm.

    SssCustomSampleBudget

    Sets the custom sample budget of the Subsurface Scattering algorithm.

    SssQualityLevel

    Sets the Quality Level of the Subsurface Scattering algorithm.

    SssQualityMode

    Configures the sample budget of the Subsurface Scattering algorithm using Quality Levels. You can either pick from one of the existing values in the Quality Settings, or request a custom number of samples.

    StopNaN

    When enabled, HDRP replace NaN values with black pixels for Cameras using these Frame Settings.

    SubsurfaceScattering

    When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) effects for GameObjects that use a SSS Material.

    Tonemapping

    When enabled, HDRP processes tonemapping for Cameras using these Frame Settings.

    Transmission

    When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) Materials with an added transmission effect (only if you enable Transmission on the SSS Material in the Material's Inspector).

    TransparentObjects

    When enabled, Cameras using these Frame Settings render Transparent GameObjects.

    TransparentPostpass

    When enabled, HDRP processes a transparent postpass for Cameras using these Frame Settings.

    TransparentPrepass

    When enabled, HDRP processes a transparent prepass for Cameras using these Frame Settings.

    TransparentSSR

    When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.

    TransparentsWriteMotionVector

    When enabled, transparent GameObjects use Motion Vectors. You must also enable TransparentWritesVelocity for Materials that you want to use motion vectors with.

    Vignette

    When enabled, HDRP adds vignette to Cameras affected by a Volume containing the Vignette override.

    VirtualTexturing

    When enabled, HDRP can use virtual texturing.

    VolumeVoxelizationsAsync

    When enabled, HDRP calculates volumetric voxelization asynchronously.

    VolumetricClouds

    When enabled, Cameras using these Frame Settings calculate Volumetric Clouds.

    Volumetrics

    When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting.

    Water

    When enabled, Cameras using these Frame Settings render water surfaces.

    WaterDeformation

    When enabled, Cameras using these Frame Settings will support water deformers.

    WaterExclusion

    When enabled, Cameras using these Frame Settings will support water excluders.

    ZTestAfterPostProcessTAA

    When enabled, Cameras that don't use TAA process a depth test for Materials in the AfterPostProcess rendering pass.

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