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    Enum UniversalResource

    Enumerates the identifiers to use with the FrameResource manager to get/set URP frame resources.

    Namespace: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public enum UniversalResource

    Fields

    Name Description
    AdditionalShadowsTexture

    Additional shadow map.

    AfterPostProcessColor

    After Post Process Color. Stores the contents of the main color target after the post processing passes.

    BackBufferColor

    The backbuffer color used to render directly to screen. All passes can write to it depending on frame setup.

    BackBufferDepth

    The backbuffer depth used to render directly to screen. All passes can write to it depending on frame setup.

    CameraColor

    Main offscreen camera color target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled.

    CameraDepth

    Main offscreen camera depth target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled.

    CameraDepthTexture

    Camera depth texture. Contains the scene depth if the CopyDepth or Depth Prepass passes are executed.

    CameraNormalsTexture

    Camera normals texture. Contains the scene depth if the DepthNormals Prepass pass is executed.

    CameraOpaqueTexture

    Camera opaque texture. Contains a copy of CameraColor if the CopyColor pass is executed.

    DBuffer0

    DBuffer0. Written to by the Decals pass.

    DBuffer1

    DBuffer1. Written to by the Decals pass.

    DBuffer2

    DBuffer2. Written to by the Decals pass.

    DBufferDepth

    DBufferDepth. Written to by the Decals pass.

    DebugScreenColor

    Color output of post-process passes (uberPost and finalPost) when HDR debug views are enabled. It replaces the backbuffer color as standard output because the later cannot be sampled back (or may not be in HDR format). If used, DebugHandler will perform the blit from DebugScreenTexture to BackBufferColor.

    DebugScreenDepth

    Depth output of post-process passes (uberPost and finalPost) when HDR debug views are enabled. It replaces the backbuffer depth as standard output because the later cannot be sampled back.

    GBuffer0

    GBuffer0. Written to by the GBuffer pass.

    GBuffer1

    GBuffer1. Written to by the GBuffer pass.

    GBuffer2

    GBuffer2. Written to by the GBuffer pass.

    GBuffer3

    GBuffer3. Written to by the GBuffer pass.

    GBuffer4

    GBuffer4. Written to by the GBuffer pass.

    GBuffer5

    GBuffer5. Written to by the GBuffer pass.

    GBuffer6

    GBuffer6. Written to by the GBuffer pass.

    InternalColorLut

    Internal Color LUT. Written to by the InternalLUT pass.

    MainShadowsTexture

    Main shadow map.

    MotionVectorColor

    Motion Vector Color. Written to by the Motion Vector passes.

    MotionVectorDepth

    Motion Vector Depth. Written to by the Motion Vector passes.

    OverlayUITexture

    Overlay UI Texture. The DrawScreenSpaceUI pass writes to this texture when rendering off-screen.

    RenderingLayersTexture

    Rendering Layers Texture. Can be written to by the DrawOpaques pass or DepthNormals prepass based on settings.

    SSAOTexture

    Screen Space Ambient Occlusion texture. Written to by the SSAO pass.

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