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    Namespace UnityEngine.Rendering.Universal

    Classes

    Bloom

    A volume component that holds settings for the Bloom effect.

    CameraExtensions

    Contains extension methods for Camera class.

    ChannelMixer

    A volume component that holds settings for the Channel Mixer effect.

    ChromaticAberration

    A volume component that holds settings for the Chromatic Aberration effect.

    CinemachineUniversalPixelPerfect

    (Deprecated) An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art sprites would appear pixel perfect when the virtual camera becomes live.

    ColorAdjustments

    A volume component that holds settings for the Color Adjustments effect.

    ColorCurves

    A volume component that holds settings for the Color Adjustments effect.

    ColorLookup

    A volume component that holds settings for the color lookup effect.

    ComponentUtility

    Utility class for component checks.

    CompositeShadowCaster2D

    Class for 2D composite shadow casters.

    DebugDisplaySettingsLighting

    Lighting-related Rendering Debugger settings.

    DebugDisplaySettingsMaterial

    Material-related Rendering Debugger settings.

    DebugDisplaySettingsRendering

    Rendering-related Rendering Debugger settings.

    DecalProjector

    Decal Projector component.

    DecalRendererFeature

    The class for the decal renderer feature.

    DepthOfField

    A volume component that holds settings for the Depth Of Field effect.

    DepthOfFieldModeParameter

    A UnityEngine.Rendering.VolumeParameter that holds a DepthOfFieldMode value.

    DisallowMultipleRendererFeature

    Prevents ScriptableRendererFeatures of same type to be added more than once to a Scriptable Renderer.

    DownscaleParameter

    A UnityEngine.Rendering.VolumeParameter that holds a BloomDownscaleMode value.

    DrawSkyboxPass

    Draw the skybox into the given color buffer using the given depth buffer for depth testing.

    This pass renders the standard Unity skybox.

    FilmGrain

    A volume component that holds settings for the Film Grain effect.

    FilmGrainLookupParameter

    A UnityEngine.Rendering.VolumeParameter that holds a FilmGrainLookup value.

    HDRACESPresetParameter

    A UnityEngine.Rendering.VolumeParameter that contains a HDRACESPreset value.

    LensDistortion

    A volume component that holds settings for the Lens Distortion effect.

    LiftGammaGain

    A volume component that holds settings for the Split Toning effect.

    Light2D

    Class Light2D is a 2D light which can be used with the 2D Renderer.

    LightExtensions

    Contains extension methods for Light class.

    MotionBlur

    A volume component that holds settings for the motion blur effect.

    MotionBlurModeParameter

    A UnityEngine.Rendering.VolumeParameter that holds a MotionBlurMode value.

    MotionBlurQualityParameter

    A UnityEngine.Rendering.VolumeParameter that holds a MotionBlurQuality value.

    NeutralRangeReductionModeParameter

    A UnityEngine.Rendering.VolumeParameter that contains a NeutralRangeReductionMode value.

    PaniniProjection

    A volume component that holds settings for the Panini Projection effect.

    PixelPerfectCamera

    The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.

    PostProcessData

    Class containing shader and texture resources needed for Post Processing in URP.

    PostProcessData.ShaderResources

    Class containing shader resources used for Post Processing in URP.

    PostProcessData.TextureResources

    Class containing texture resources used for Post Processing in URP.

    PostProcessUtils

    Utility class for post processing effects.

    RawColorHistory

    Raw render color history. The color snapshot is taken before post processing. Raw rendered geometry. No UI overlay. A matching depth is RawDepthHistory. Color space is linear RGB. No mips. MSAA is not supported and is resolved for the history. XR is supported.

    RawDepthHistory

    Raw render depth history. The depth snapshot is taken before post processing. A matching color is RawColorHistory. Format is the camera depth format or R32Float on platforms with limitations. If TemporalAA is enabled the depth is jittered. No mips. No depth pyramid. MSAA is not supported and is resolved for the history. XR is supported.

    RenderGraphSettings

    Settings for Render Graph

    RenderObjects

    The class for the render objects renderer feature.

    RenderObjects.CustomCameraSettings

    The settings for custom cameras values.

    RenderObjects.FilterSettings

    The filter settings used.

    RenderObjects.RenderObjectsSettings

    Settings class used for the render objects renderer feature.

    RenderObjectsPass

    The scriptable render pass used with the render objects renderer feature.

    Renderer2DData

    Class Renderer2DData contains resources for a Renderer2D.

    RenderingUtils

    Contains properties and helper functions that you can use when rendering.

    ScreenSpaceAmbientOcclusion

    The class for the SSAO renderer feature.

    ScreenSpaceLensFlare

    A volume component that holds settings for the Screen Space Lens Flare effect.

    ScreenSpaceLensFlareResolutionParameter

    A UnityEngine.Rendering.VolumeParameter that holds a ScreenSpaceLensFlareResolution value.

    ScriptableRenderPass

    ScriptableRenderPass implements a logical rendering pass that can be used to extend Universal RP renderer.

    ScriptableRenderer

    Class ScriptableRenderer implements a rendering strategy. It describes how culling and lighting works and the effects supported.

    TODO RENDERGRAPH: UPDATE THIS DOC FOR THE RENDERGRAPH PATH A renderer can be used for all cameras or be overridden on a per-camera basis. It will implement light culling and setup and describe a list of ScriptableRenderPass to execute in a frame. The renderer can be extended to support more effect with additional ScriptableRendererFeature. Resources for the renderer are serialized in ScriptableRendererData.

    The renderer resources are serialized in ScriptableRendererData. ScriptableRendererData ScriptableRendererFeature ScriptableRenderPass

    ScriptableRenderer.RenderingFeatures

    Configures the supported features for this renderer. When creating custom renderers for Universal Render Pipeline you can choose to opt-in or out for specific features.

    ScriptableRendererData

    Class ScriptableRendererData contains resources for a ScriptableRenderer. ScriptableRenderer

    ScriptableRendererFeature

    You can add a ScriptableRendererFeature to the ScriptableRenderer. Use this scriptable renderer feature to inject render passes into the renderer.

    ShaderInput

    Contains structs used for shader input.

    ShaderKeywordStrings

    Container class for keywords used in URP shaders.

    ShaderUtils

    Various utility functions for shaders in URP.

    ShadowCaster2D

    Class ShadowCaster2D contains properties used for shadow casting

    ShadowCasterGroup2D

    Class for 2D shadow caster groups.

    ShadowShape2D

    Class ShadowShape2D stores outline geometry for use with a shadow caster.

    ShadowShape2DProvider

    Class ShadowShape2DProvider has methods called by a ShadowCaster2D to determine if it should be listed as a Casting Option, and to provide geometry if it is the active ShadowShape2DProvider

    ShadowUtils

    Various utility functions used for shadows.

    ShadowsMidtonesHighlights

    A volume component that holds settings for the Shadows, Midtones, Highlights effect.

    SplitToning

    A volume component that holds settings for the Split Toning effect.

    StencilStateData

    Container class for stencil rendering settings.

    SupportedOnRendererAttribute

    Defines the compatiblility with a set of renderer(s)

    TaaHistory

    Temporal Anti-aliasing (TAA) persistent data for Universal Rendering Pipeline. Holds the TAA color history accumulation texture.

    TemporalAA

    Temporal anti-aliasing.

    Tonemapping

    A volume component that holds settings for the tonemapping effect.

    TonemappingModeParameter

    A UnityEngine.Rendering.VolumeParameter that holds a TonemappingMode value.

    URPDefaultVolumeProfileSettings

    Settings class that stores the default volume profile for Volume Framework.

    URPShaderStrippingSetting

    Class that stores the shader stripping settings that are specific for UniversalRenderPipeline

    UniversalAdditionalCameraData

    Class containing various additional camera data used by URP.

    UniversalAdditionalLightData

    Class containing various additional light data used by URP.

    UniversalCameraData

    Class that holds settings related to camera.

    UniversalCameraHistory

    URP camera history texture manager.

    UniversalLightData

    Class that holds settings related to lights.

    UniversalPostProcessingData

    Settings used for Post Processing.

    UniversalRenderPipeline

    The main class for the Universal Render Pipeline (URP).

    UniversalRenderPipeline.SingleCameraRequest

    Data structure describing the data for a specific render request

    UniversalRenderPipelineAsset

    The asset that contains the URP setting. You can use this asset as a graphics quality level.

    UniversalRenderPipelineDebugDisplaySettings

    Class for the rendering debugger settings.

    UniversalRenderPipelineDebugShaders

    Class containing debug shader resources used in URP.

    UniversalRenderPipelineRuntimeShaders

    Class containing shader resources used in URP.

    UniversalRenderPipelineRuntimeTextures

    Class containing texture resources used in URP.

    UniversalRenderPipelineRuntimeXRResources

    Class containing shader resources needed in URP for XR.

    UniversalRenderPipelineVolumeDebugSettings

    Volume debug settings.

    UniversalRenderer

    Default renderer for Universal RP. This renderer is supported on all Universal RP supported platforms. It uses a classic forward rendering strategy with per-object light culling.

    UniversalRendererData

    Class containing resources needed for the UniversalRenderer.

    UniversalRendererResources

    Class containing shader resources used in URP.

    UniversalRenderingData

    Contains the data for general renderer settings.

    UniversalResourceData

    Class that holds settings related to texture resources.

    UniversalResourceDataBase

    Base class for URP texture data.

    UniversalShadowData

    Container class for various data used for shadows in URP.

    Vignette

    A volume component that holds settings for the Vignette effect.

    VolumeRequiresRendererFeatures

    Use this attribute to show a warning next to a VolumeComponent's UI if the specified ScriptableRendererFeatures are not added to the active URP Asset's default renderer

    WhiteBalance

    A volume component that holds settings for the White Balance effect.

    XROcclusionMeshPass

    Draw the XR occlusion mesh into the current depth buffer when XR is enabled.

    Structs

    CameraData

    Struct that holds settings related to camera.

    Light2DBlendStyle

    Controls how the light texture is used when rendering Sprites and other 2D renderers.

    LightData

    Struct that holds settings related to lights.

    PostProcessingData

    Settings used for Post Processing.

    PreTile

    Precomputed tile data. Tile left, right, bottom and top plane equations in view space. Normals are pointing out.

    PunctualLightData

    The point/spot light data passed to the deferred shaders.

    RenderingData

    Struct that flattens several rendering settings used to render a camera stack. URP builds the RenderingData settings from several places, including the pipeline asset, camera and light settings. The settings also might vary on different platforms and depending on if Adaptive Performance is used.

    ShaderInput.LightData

    Container struct for various data used for lights in URP.

    ShadowData

    Container struct for various data used for shadows in URP.

    ShadowSliceData

    Struct container for shadow slice data.

    TemporalAA.Settings

    Temporal anti-aliasing settings.

    TileData

    The tile data passed to the deferred shaders.

    Enums

    AntialiasingMode

    Holds information about the post-processing anti-aliasing mode. When set to None no post-processing anti-aliasing pass will be performed. When set to Fast a fast approximated anti-aliasing pass will render when resolving the camera to screen. When set to SubpixelMorphologicalAntiAliasing SMAA pass will render when resolving the camera to screen. You can choose the SMAA quality by setting AntialiasingQuality.

    AntialiasingQuality

    Controls SubpixelMorphologicalAntiAliasing SMAA anti-aliasing quality.

    BloomDownscaleMode

    This controls the size of the bloom texture.

    CameraOverrideOption

    Holds information about whether to override certain camera rendering options from the render pipeline asset. When set to Off option will be disabled regardless of what is set on the pipeline asset. When set to On option will be enabled regardless of what is set on the pipeline asset. When set to UsePipelineSetting value set in the UniversalRenderPipelineAsset.

    CameraRenderType

    Holds information about the render type of a camera. Options are Base or Overlay. Base rendering type allows the camera to render to either the screen or to a texture. Overlay rendering type allows the camera to render on top of a previous camera output, thus compositing camera results.

    ColorGradingMode

    Options for selecting Color Grading modes, Low Dynamic Range (LDR) or High Dynamic Range (HDR)

    CopyDepthMode

    Defines if Unity will copy the depth that can be bound in shaders as _CameraDepthTexture after the opaques pass or after the transparents pass.

    DebugDisplaySettingsMaterial.AlbedoDebugValidationPreset

    Builtin presets for debug albedo validation.

    DebugDisplaySettingsRendering.TaaDebugMode

    Current Temporal Anti-aliasing debug mode.

    DebugFullScreenMode

    Debug mode for displaying intermediate render targets.

    DebugLightingFeatureFlags

    Debug mode that allows selective disabling of individual lighting components.

    DebugLightingMode

    Debug modes for lighting.

    DebugMaterialMode

    Debug material modes.

    DebugMaterialValidationMode

    Debug mode for validating out-of-range values of different material channels.

    DebugMipInfoMode

    Debug mode for texture mipmap streaming.

    DebugMipMapModeTerrainTexture

    Terrain layer for texture mipmap streaming debugging.

    DebugMipMapStatusMode

    Aggregation mode for texture mipmap streaming debugging information.

    DebugOverdrawMode

    Debug mode of the overdraw

    DebugPostProcessingMode

    Mode that controls if post-processing is allowed.

    DebugSceneOverrideMode

    Debug mode that overrides how the renderer behaves.

    DebugValidationMode

    Debug modes for validating illegal output values.

    DebugVertexAttributeMode

    Debug mode for displaying vertex attributes interpolated from vertex to pixel shader.

    DebugWireframeMode

    Debug wireframe modes.

    DecalScaleMode

    The scaling mode to apply to decals that use the Decal Projector.

    DepthFormat

    Dept format options for the depth texture and depth attachment. Each option is marked with all the render paths its compatible with.

    DepthOfFieldMode

    Focusing modes for the depth of field effect.

    DepthPrimingMode

    When the Universal Renderer should use Depth Priming in Forward mode.

    Downsampling

    Options for selecting downsampling.

    FilmGrainLookup

    Presets for the FilmGrain effect.

    HDRACESPreset

    Preset used when selecting ACES tonemapping for HDR displays.

    HDRColorBufferPrecision

    The default color buffer format in HDR (only). Affects camera rendering and postprocessing color buffers.

    HDRDebugMode

    HDR debug mode.

    IntermediateTextureMode

    Controls when URP renders via an intermediate texture.

    LODCrossFadeDitheringType

    Type of the LOD cross-fade.

    Light2D.DeprecatedLightType

    Deprecated Light types that are no supported. Please migrate to either Freeform or Point lights.

    Light2D.LightType

    An enumeration of the types of light

    Light2D.NormalMapQuality

    The accuracy of how the normal map calculation.

    Light2D.OverlapOperation

    Determines how the final color is calculated when multiple lights overlap each other

    LightCookieFormat

    Options for selecting the format for the Light Cookie atlas texture for additional lights (point, spot). Low precision saves memory and bandwidth.

    LightCookieResolution

    This controls the size of the Light Cookie atlas texture for additional lights (point, spot).

    LightLayerEnum

    Light Layers.

    LightProbeSystem

    The available Probe system used.

    LightRenderingMode

    Options for light rendering mode.

    MixedLightingSetup

    Options for mixed lighting setup.

    MotionBlurMode

    Option to control motion blur Mode.

    MotionBlurQuality

    Options to control the quality the motion blur effect.

    MsaaQuality

    Options for setting MSAA Quality. This defines how many samples URP computes per pixel for evaluating the effect.

    NeutralRangeReductionMode

    Available options for when HDR Output is enabled and Tonemap is set to Neutral.

    PixelPerfectCamera.CropFrame

    An enumeration of the types of display cropping.

    PixelPerfectCamera.GridSnapping

    Determines how pixels are snapped to the grid.

    PixelPerfectCamera.PixelPerfectFilterMode

    Defines the filter mode use to render the final render target.

    PixelValidationChannels

    The channels used by DebugValidationMode.HighlightOutsideOfRange.

    RenderObjects.RenderObjectsSettings.OverrideMaterialMode

    Options to select which type of override mode should be used.

    RenderPassEvent

    Controls when the render pass executes.

    RenderPathCompatibility

    Render path exposed as flags to allow compatibility to be expressed with multiple options.

    RenderQueueType

    The queue type for the objects to render.

    RendererType

    Options to select the type of Renderer to use.

    RenderingMode

    Rendering modes for Universal renderer.

    SampleCount

    Options for Sample Count.

    ScreenSpaceLensFlareResolution

    The resolution at which URP computes the Screen Space Lens Flare effect.

    ScriptableRenderPassInput

    Input requirements for ScriptableRenderPass.

    ShEvalMode

    The type of Spherical Harmonics lighting evaluation in a shader.

    ShaderPathID

    Options to get a shader path to URP shaders when calling ShaderUtils.GetShaderGUID(); ShaderUtils.

    ShadowCaster2D.ShadowCastingOptions

    Options for what type of shadows are cast.

    ShadowQuality

    The elements in this enum define how Unity renders shadows.

    ShadowResolution

    This controls the size of the shadow map texture.

    ShadowShape2D.OutlineTopology

    Used when calling SetShape to describe the supplied indicies

    ShadowShape2D.WindingOrder

    Used when calling SetShape to describe the winding direction of the supplied geometry

    SoftShadowQuality

    Softness quality of soft shadows. Higher means better quality, but lower performance.

    StoreActionsOptimization

    Defines if Unity discards or stores the render targets of the DrawObjects Passes. Selecting the Store option significantly increases the memory bandwidth on mobile and tile-based GPUs.

    TemporalAAQuality

    Temporal Anti-aliasing quality setting.

    TonemappingMode

    Options to select a tonemapping algorithm to use for color grading.

    UniversalResource

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

    UpscalingFilterSelection

    Defines the upscaling filter selected by the user the universal render pipeline asset.

    VolumeFrameworkUpdateMode

    Defines the update frequency for the Volume Framework.

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