Namespace UnityEngine.Experimental.Rendering
Classes
AdditionalShadowData
BC6HExtensions
BoolParameter
CameraSwitcher
ClampedFloatParameter
ClampedIntParameter
ColorParameter
CommandBufferPool
ComponentSingleton<TType>
CoreUtils
CubemapParameter
DebugManager
DebugUI
DebugUI.BoolField
DebugUI.Button
DebugUI.ColorField
DebugUI.Container
DebugUI.EnumField
DebugUI.Field<T>
DebugUI.FloatField
DebugUI.Foldout
DebugUI.HBox
DebugUI.IntField
DebugUI.Panel
DebugUI.UIntField
DebugUI.Value
DebugUI.VBox
DebugUI.Vector2Field
DebugUI.Vector3Field
DebugUI.Vector4Field
DebugUI.Widget
DebugUpdater
DelegateUtility
EncodeBC6H
FloatParameter
FloatRangeParameter
FreeCamera
GenerateHLSL
GeometryUtils
GPUCopy
GPUCopyAsset
Declares what should be generated in utility code. It will generate a compute shader and a C# class to use the compute shader with a ComputeBuffer
Exemple:
- I add a CopyOperation { sourceChannel = 4, targetChannel = 2, subscript = "zx" } => a Kernel will be generated to copy from a TextureRGBA the AR channels into a TextureRG => A method will be added to call the kernel in the C# class GPUCopy (SampleCopy_xyzw2zx)
C# Exemple: // Initialize the gpucopy var gpuCopy = new CPUCopy(generatedComputeShaderAsset);
CommandBuffer cmb = ... gpuCopy.SampleCopyChannel_xyzw2x(cmb, _SourceTexture, _TargetTexture, new Vector2(targetWidth, targetHeight));
Initialization:
- You must set the generated ComputeShader as argument of the constructor of the generated GPUCopy C# class