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    Class UniversalResourceData

    Class that holds settings related to texture resources.

    Inheritance
    object
    ContextItem
    UniversalResourceDataBase
    UniversalResourceData
    Inherited Members
    UniversalResourceDataBase.CheckAndSetTextureHandle(ref TextureHandle, TextureHandle)
    UniversalResourceDataBase.CheckAndGetTextureHandle(ref TextureHandle)
    UniversalResourceDataBase.CheckAndSetTextureHandle(ref TextureHandle[], TextureHandle[])
    UniversalResourceDataBase.CheckAndGetTextureHandle(ref TextureHandle[])
    UniversalResourceDataBase.CheckAndWarnAboutAccessibility()
    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 UniversalResourceData : UniversalResourceDataBase

    Properties

    activeColorTexture

    Returns the current active color target texture. To be referenced at RenderGraph pass recording time, not in passes render functions.

    Declaration
    public TextureHandle activeColorTexture { get; }
    Property Value
    Type Description
    TextureHandle

    Returns the active color texture between the front and back buffer.

    activeDepthTexture

    Returns the current active color target texture. To be referenced at RenderGraph pass recording time, not in passes render functions.

    Declaration
    public TextureHandle activeDepthTexture { get; }
    Property Value
    Type Description
    TextureHandle

    TextureHandle

    additionalShadowsTexture

    Additional shadow map.

    Declaration
    public TextureHandle additionalShadowsTexture { get; set; }
    Property Value
    Type Description
    TextureHandle

    afterPostProcessColor

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

    Declaration
    public TextureHandle afterPostProcessColor { get; }
    Property Value
    Type Description
    TextureHandle

    backBufferColor

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

    Declaration
    public TextureHandle backBufferColor { get; }
    Property Value
    Type Description
    TextureHandle

    backBufferDepth

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

    Declaration
    public TextureHandle backBufferDepth { get; }
    Property Value
    Type Description
    TextureHandle

    cameraColor

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

    Declaration
    public TextureHandle cameraColor { get; set; }
    Property Value
    Type Description
    TextureHandle

    cameraDepth

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

    Declaration
    public TextureHandle cameraDepth { get; set; }
    Property Value
    Type Description
    TextureHandle

    cameraDepthTexture

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

    Declaration
    public TextureHandle cameraDepthTexture { get; }
    Property Value
    Type Description
    TextureHandle

    cameraNormalsTexture

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

    Declaration
    public TextureHandle cameraNormalsTexture { get; }
    Property Value
    Type Description
    TextureHandle

    cameraOpaqueTexture

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

    Declaration
    public TextureHandle cameraOpaqueTexture { get; }
    Property Value
    Type Description
    TextureHandle

    dBuffer

    DBuffer. Written to by the Decals pass.

    Declaration
    public TextureHandle[] dBuffer { get; set; }
    Property Value
    Type Description
    TextureHandle[]

    dBufferDepth

    DBufferDepth. Written to by the Decals pass.

    Declaration
    public TextureHandle dBufferDepth { get; set; }
    Property Value
    Type Description
    TextureHandle

    gBuffer

    GBuffer. Written to by the GBuffer pass.

    Declaration
    public TextureHandle[] gBuffer { get; set; }
    Property Value
    Type Description
    TextureHandle[]

    internalColorLut

    Internal Color LUT. Written to by the InternalLUT pass.

    Declaration
    public TextureHandle internalColorLut { get; set; }
    Property Value
    Type Description
    TextureHandle

    isActiveTargetBackBuffer

    True if the current active target is the backbuffer. To be referenced at RenderGraph pass recording time, not in passes render functions.

    Declaration
    public bool isActiveTargetBackBuffer { get; }
    Property Value
    Type Description
    bool

    Returns true if the backbuffer is currently in use and false otherwise.

    mainShadowsTexture

    Main shadow map.

    Declaration
    public TextureHandle mainShadowsTexture { get; set; }
    Property Value
    Type Description
    TextureHandle

    motionVectorColor

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

    Declaration
    public TextureHandle motionVectorColor { get; set; }
    Property Value
    Type Description
    TextureHandle

    motionVectorDepth

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

    Declaration
    public TextureHandle motionVectorDepth { get; set; }
    Property Value
    Type Description
    TextureHandle

    overlayUITexture

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

    Declaration
    public TextureHandle overlayUITexture { get; }
    Property Value
    Type Description
    TextureHandle

    renderingLayersTexture

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

    Declaration
    public TextureHandle renderingLayersTexture { get; }
    Property Value
    Type Description
    TextureHandle

    ssaoTexture

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

    Declaration
    public TextureHandle ssaoTexture { get; }
    Property Value
    Type Description
    TextureHandle

    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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