Version: Unity 6.4 Alpha (6000.4)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

GraphicsStateCollection.AddGraphicsStatesFromReference

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Declaration

public bool AddGraphicsStatesFromReference(Experimental.Rendering.GraphicsStateCollection.GraphicsState refState, Mesh[] meshes, Material[] materials, int samples, NativeArray<AttachmentDescriptor> attachments, NativeArray<SubPassDescriptor> subPasses, int subPassIndex = 0, int depthAttachmentIndex = -1, int shadingRateIndex = -1);

Parameters

Parameter Description
refState The reference GraphicsState to use as a template for initializing unspecified values.
meshes An array of meshes to generate graphics states from. This array must be the same length as the `materials` array.
materials An array of materials specifying the shader variant(s) for each generated graphics state. This array must be the same length as the `meshes` array.
vfxAssets An array of VisualEffectAsset files to scan for each unique mesh and shader pairs.
samples The number of samples per pixel in this rendering configuration.
attachments The array of color attachments used in this rendering configuration.
subPasses The array containing information of each subpass.
subPassIndex The index of the active subpass in this rendering configuration.
depthAttachmentIndex The index of the attachment to be used as the depth/stencil buffer for this rendering configuration.
shadingRateIndex The index of attachment used as shading rate image.

Returns

bool True if at least one new graphics state was successfully added, `false` otherwise.

Description

Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.

This function operates like AddGraphicsStates, but instead of using default values for GraphicsState fields, it copies values from the provided `refState` for any fields not determined by the input parameters.