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    Class UniversalLightData

    Class that holds settings related to lights.

    Inheritance
    object
    ContextItem
    UniversalLightData
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public class UniversalLightData : ContextItem

    Fields

    additionalLightsCount

    The number of additional lights visible by the camera.

    Declaration
    public int additionalLightsCount
    Field Value
    Type Description
    int

    mainLightIndex

    Holds the main light index from the VisibleLight list returned by culling. If there's no main light in the scene, mainLightIndex is set to -1. The main light is the directional light assigned as Sun source in light settings or the brightest directional light. CullingResults

    Declaration
    public int mainLightIndex
    Field Value
    Type Description
    int

    maxPerObjectAdditionalLightsCount

    Maximum amount of lights that can be shaded per-object. This value only affects forward rendering.

    Declaration
    public int maxPerObjectAdditionalLightsCount
    Field Value
    Type Description
    int

    reflectionProbeBlending

    True if blending is enabled for reflection probes.

    Declaration
    public bool reflectionProbeBlending
    Field Value
    Type Description
    bool

    reflectionProbeBoxProjection

    True if box projection is enabled for reflection probes.

    Declaration
    public bool reflectionProbeBoxProjection
    Field Value
    Type Description
    bool

    shadeAdditionalLightsPerVertex

    True if additional lights should be shaded in vertex shader, otherwise additional lights will be shaded per pixel.

    Declaration
    public bool shadeAdditionalLightsPerVertex
    Field Value
    Type Description
    bool

    supportsAdditionalLights

    True if additional lights enabled.

    Declaration
    public bool supportsAdditionalLights
    Field Value
    Type Description
    bool

    supportsLightLayers

    True if light layers are enabled.

    Declaration
    public bool supportsLightLayers
    Field Value
    Type Description
    bool

    supportsMixedLighting

    True if mixed lighting is supported.

    Declaration
    public bool supportsMixedLighting
    Field Value
    Type Description
    bool

    visibleLights

    List of visible lights returned by culling.

    Declaration
    public NativeArray<VisibleLight> visibleLights
    Field Value
    Type Description
    NativeArray<VisibleLight>

    Methods

    Reset()

    Resets the object so it can be used as a new instance next time it is created. To avoid memory allocations and generating garbage, the system reuses objects. This function should clear the object so it can be reused without leaking any information (e.g. pointers to objects that will no longer be valid to access). So it is important the implementation carefully clears all relevant members. Note that this is different from a Dispose or Destructor as the object in not freed but reset. This can be useful when havin large sub-allocated objects like arrays or lists which can be cleared and reused without re-allocating.

    Declaration
    public override void Reset()
    Overrides
    UnityEngine.Rendering.ContextItem.Reset()
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