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    Class UniversalRenderingData

    Contains the data for general renderer settings.

    Inheritance
    object
    ContextItem
    UniversalRenderingData
    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 UniversalRenderingData : ContextItem

    Fields

    cullResults

    Returns culling results that exposes handles to visible objects, lights and probes. You can use this to draw objects with ScriptableRenderContext.DrawRenderers CullingResults ScriptableRenderContext

    Declaration
    public CullingResults cullResults
    Field Value
    Type Description
    CullingResults

    perObjectData

    Holds per-object data that are requested when drawing PerObjectData

    Declaration
    public PerObjectData perObjectData
    Field Value
    Type Description
    PerObjectData

    supportsDynamicBatching

    True if the pipeline supports dynamic batching. This settings doesn't apply when drawing shadow casters. Dynamic batching is always disabled when drawing shadow casters.

    Declaration
    public bool supportsDynamicBatching
    Field Value
    Type Description
    bool

    Properties

    opaqueLayerMask

    The layer mask set on the renderer to filter opaque objects.

    Declaration
    public LayerMask opaqueLayerMask { get; }
    Property Value
    Type Description
    LayerMask

    renderingMode

    The Rendering mode used by the renderer in the current frame. Note that this may sometimes be different from what is set in the Renderer asset, for example when the hardware not capable of deferred rendering or when doing wireframe rendering.

    Declaration
    public RenderingMode renderingMode { get; }
    Property Value
    Type Description
    RenderingMode

    transparentLayerMask

    The layer mask set on the renderer to filter transparent objects.

    Declaration
    public LayerMask transparentLayerMask { get; }
    Property Value
    Type Description
    LayerMask

    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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