class in UnityEngine.Experimental.Rendering
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Inherits from:Object
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Implemented in:UnityEngine.CoreModule
A declaration of a single color or depth rendering surface to be attached into a RenderPass.
A RenderPassAttachment object identifies a single color or depth rendering surface that can be used with a RenderPass. Note that the RenderPassAttachment object derives from UnityEngine.Object so they do not get garbage collected like normal C# objects. Instead, they are only GC'd when unloading a Scene or when Resources.UnloadUnusedAssets() is called. Therefore do not create these objects each frame: Instead, create these objects in the constructor of your rendering class, and reuse those objects each frame.
| clearColor | The currently assigned clear color for this attachment. Default is black. | 
| clearDepth | Currently assigned depth clear value for this attachment. Default value is 1.0. | 
| clearStencil | Currently assigned stencil clear value for this attachment. Default is 0. | 
| format | The RenderTextureFormat of this attachment. | 
| loadAction | The load action to be used on this attachment when the RenderPass starts. | 
| storeAction | The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called. | 
| RenderPassAttachment | Create a RenderPassAttachment to be used with RenderPass. | 
| BindResolveSurface | When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. | 
| BindSurface | Binds this RenderPassAttachment to the given target surface. | 
| Clear | When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. | 
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