Version: Unity 6.5 Alpha (6000.5)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

GraphicsStateCollection.AddGraphicsStates

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Declaration

public Boolean AddGraphicsStates(Mesh[] meshes, Material[] materials, Int32 samples, Unity.Collections.NativeArray<UnityEngine.Rendering.AttachmentDescriptor> attachments, Unity.Collections.NativeArray<UnityEngine.Rendering.SubPassDescriptor> subPasses, Int32 subPassIndex = 0, Int32 depthAttachmentIndex = -1, Int32 shadingRateIndex = -1);

Declaration

public Boolean AddGraphicsStates(Mesh[] meshes, Material[] materials, UnityEngine.Rendering.GlobalKeyword[] globalKeywords, Int32 samples, Unity.Collections.NativeArray<UnityEngine.Rendering.AttachmentDescriptor> attachments, Unity.Collections.NativeArray<UnityEngine.Rendering.SubPassDescriptor> subPasses, Int32 subPassIndex = 0, Int32 depthAttachmentIndex = -1, Int32 shadingRateIndex = -1);

Parameters

Parameter Description
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 objects to scan for each set of unique mesh and shader pairs.
globalKeywords An array of GlobalKeyword objects to use in conjunction with each material's enabled keywords when generating shader variants.
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 the attachment to be used as the shading rate image for this rendering configuration.

Returns

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

Description

Generates and adds new graphics states to the collection from arrays of assets.

This method creates and attempts to add graphics states by processing arrays of assets. This is a convenient way to populate the collection without constructing each GraphicsState object manually. Each GraphicsState is populated with data from the mesh, render state, and render pass, and sets any remaining fields to their default values. To set remaining fields to specific values instead, use AddGraphicsStatesFromReference.

- When you provide Mesh and Material arrays, this function processes them as matched pairs. The number of elements in meshes must match the number of elements in materials.

- When you provide a VisualEffectAsset array, this function scans each asset to get pairs of shaders and geometry used in the render outputs.

For each individual pair, the function generates graphics states for all combinations of that mesh's submeshes and that material's shader passes. The generated shader variants use the set of enabled keywords for each Material and include the global shader keywords that are currently enabled in the active context if they are not explicitly provided. Finally, the function will not add a graphics state if an identical one already exists for a given shader variant.

If a list of GraphicsState objects is already available, then AddGraphicsStateForVariant can instead be used to add to the collection. Additional resources: AddGraphicsStatesFromReference, AddGraphicsStateForVariant, CommandBuffer.BeginRenderPass.