Namespace UnityEngine.Rendering
Classes
APVLeakReductionModeParameter
A VolumeParameter that holds a APVLeakReductionMode value.
AdaptiveProbeVolumes
Class responsible for baking of Probe Volumes
AdaptiveProbeVolumes.LightingBaker
Lighting baker
AdaptiveProbeVolumes.SkyOcclusionBaker
Sky occlusion baker
AdaptiveProbeVolumes.VirtualOffsetBaker
Virtual offset baker
AdditionalGIBakeRequestsManager
A manager to enqueue extra probe rendering outside of probe volumes.
AdditionalPropertyAttribute
Attribute used to customize UI display to allow properties only be visible when "Show Additional Properties" is selected
AnimationCurveParameter
A VolumeParameter that holds an AnimationCurve
value.
ArrayExtensions
Array utilities functions
BaseCommandBuffer
Render graph command buffer types inherit from this base class. It provides some shared functionality for all command buffer types.
BatchLayer
Predefined batch layer values used by the GPU Resident Drawer.
BitArrayUtilities
Bit array utility class.
Blitter
Various blit (texture copy) utilities for the Scriptable Render Pipelines.
BoolParameter
A VolumeParameter that holds a bool
value.
BufferedRTHandleSystem
Implement a multiple buffering for RenderTextures.
CameraCaptureBridge
Bridge class for camera captures.
CameraHistoryItem
A convenience base class for camera history items/types. It is recommended to derive from this class to make new history item type.
The owning camera BufferedRTHandleSystem reference is used for central storage. The central storage allows the camera to track all of the history types in a single place. And gives the deriving type a direct access to texture allocation services. Type id is used to deconflict RTHandle ids from different types.
The user is responsible for designing the derived type to work well with the producing and consuming render passes. For example: Add the necessary cpu-side tracking data and update logic. Add methods for accessing the history data and design a suitable API for the type. Handle allocation and deallocation of the history texture RTHandles etc.
CameraSwitcher
Utility component allowing users to setup many different static camera and cycle through their positions using the Debug Window.
ClampedFloatParameter
A VolumeParameter that holds a float
value clamped between a minimum and a
maximum value.
ClampedIntParameter
A VolumeParameter that holds an int
value clamped between a
minimum and a maximum value.
ColorParameter
A VolumeParameter that holds a Color
value.
ColorSpaceUtils
This class holds a collection of color space transformation matrices.
ColorUtils
A set of color manipulation utilities.
CommandBufferPool
Command Buffer Pool
ComponentSingleton<TType>
Singleton of a Component class.
ComputeCommandBuffer
A command buffer that is used with a compute render graph pass.
ConstantBuffer
Constant Buffer management class.
ConstantBufferBase
The base class of Constant Buffer.
ConstantBuffer<CBType>
An instance of a constant buffer.
ContextContainer
ContextContainer is a Dictionary like storage where the key is a generic parameter and the value is of the same type.
ContextItem
This is needed to add the data to ContextContainer
and will control how the data are removed when calling Dispose on the ContextContainer
.
CoreMatrixUtils
Set of utility functions for the Core Scriptable Render Pipeline Library related to Matrix operations
CoreRPHelpURLAttribute
Attribute to define the help url
CoreRenderPipelinePreferences
CoreUnsafeUtils
Static class with unsafe utility functions.
CoreUtils
Set of utility functions for the Core Scriptable Render Pipeline Library
CoreUtils.Priorities
Class to store the menu priorities on each top level menu
CoreUtils.Sections
Class to store the menu sections
CubemapParameter
A VolumeParameter that holds a Cubemap
value.
CurrentPipelineHelpURLAttribute
Use this attribute to define the help URP.
DebugDisplayGPUResidentDrawer
GPU Resident Drawer Rendering Debugger settings.
DebugDisplaySettingsHDROutput
Debug Display Settings HDR Output
DebugDisplaySettingsPanel
The abstract common implementation of the IDebugDisplaySettingsPanelDisposable
DebugDisplaySettingsPanel<T>
Class to help declare rendering debugger panels
DebugDisplaySettingsStats<TProfileId>
Display stats panel
DebugDisplaySettingsUI
The UI implementation for a debug settings panel
DebugDisplaySettingsVolume
Debug Display Settings Volume
DebugDisplaySettings<T>
Templated class for IDebugDisplaySettings
DebugDisplayStats<TProfileId>
Base class for Rendering Debugger Display Stats.
DebugFrameTiming
Debug frame timings class
DebugManager
Manager class for the Debug Window.
DebugOverlay
Utility class for debug overlay coordinates.
DebugShapes
Debug class containing several debug shapes for debugging
DebugUI
Debug UI Class
DebugUI.BitField
Bitfield enumeration field.
DebugUI.BoolField
Boolean field.
DebugUI.Button
Button widget.
DebugUI.ColorField
Color field.
DebugUI.Container
Base class for "container" type widgets, although it can be used on its own (if a display name is set then it'll behave as a group with a header)
DebugUI.EnumField
A dropdown that contains the values from an enum.
DebugUI.EnumField<T>
Generic DebugUI.EnumField that stores enumNames and enumValues
DebugUI.Field<T>
Generic field - will be serialized in the editor if it's not read-only
DebugUI.FloatField
A slider for a float.
DebugUI.Foldout
Unity-like foldout that can be collapsed.
DebugUI.HBox
Horizontal Layout Container.
DebugUI.HistoryBoolField
An array of checkboxes that Unity displays in a horizontal row.
DebugUI.HistoryEnumField
Enumerator field with history.
DebugUI.IntField
A slider for an integer.
DebugUI.MaskField
Maskfield enumeration field.
DebugUI.MessageBox
A read-only message box with an icon.
DebugUI.ObjectField
A field for selecting a Unity object.
DebugUI.ObjectListField
A list of fields for selecting Unity objects.
DebugUI.ObjectPopupField
A dropdown that contains a list of Unity objects.
DebugUI.Panel
Root panel class.
DebugUI.ProgressBarValue
A progress bar that displays values between 0% and 100%.
DebugUI.RuntimeDebugShadersMessageBox
Widget that will show into the Runtime UI only Warning the user if the Runtime Debug Shaders variants are being stripped from the build.
DebugUI.Table
Array Container.
DebugUI.Table.Row
Row Container.
DebugUI.UIntField
A slider for a positive integer.
DebugUI.VBox
Vertical Layout Container.
DebugUI.Value
A field that displays a read-only value.
DebugUI.ValueTuple
An array of read-only values that Unity displays in a horizontal row.
DebugUI.Vector2Field
Vector2 field.
DebugUI.Vector3Field
Vector3 field.
DebugUI.Vector4Field
Vector4 field.
DebugUI.Widget
Base class for all debug UI widgets.
DelegateUtility
Delegate utility class.
DictionaryPool<TKey, TValue>
Dictionary Pool.
DisplayInfoAttribute
Attribute used to customize UI display.
DocumentationInfo
Documentation Info class.
DocumentationUtils
Set of utils for documentation
DynamicArrayExtensions
Extension class for DynamicArray
DynamicArray<T>
Generic growable array.
DynamicResolutionHandler
The class responsible to handle dynamic resolution.
DynamicString
A mutable string with a size and capacity so you can do string manipulations wile avoiding GC allocs.
EnumParameter<T>
Generic Enum volume parameter.
FSRUtils
Utility functions relating to FidelityFX Super Resolution (FSR)
These functions are expected to be used in conjuction with the helper functions provided by FSRCommon.hlsl.
FloatParameter
A VolumeParameter that holds a float
value.
FloatRangeParameter
A VolumeParameter that holds a Vector2
value holding a range of two
float
values clamped between a minimum and a maximum value.
FreeCamera
Utility Free Camera component.
GPUResidentDrawer
Static utility class for updating data post cull in begin camera rendering
GenerateHLSL
Attribute specifying that HLSL code should be generated.
GenericPool<T>
Generic pool.
HDROutputUtils
Utility class for outputting to an HDR display.
HDROutputUtils.ShaderKeywords
Shader keywords for communicating with the HDR Output shader implementation.
HLSLArray
Attribute defining an HLSL array.
HableCurve
An implementation of Hable's artist-friendly tonemapping curve. http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/
HableCurve.Segment
Individual curve segment.
HableCurve.Uniforms
An utility class to ease the binding of curve parameters to shaders.
HaltonSequence
An utility class to compute samples on the Halton sequence. https://en.wikipedia.org/wiki/Halton_sequence
Hammersley
Utility class to bind Hammersley shader constants for Compute Shader
HashSetPool<T>
HashSet Pool.
HideInDebugUIAttribute
Attribute used to hide enum values from Rendering Debugger UI
IncludeAdditionalRPAssets
Define the RPAsset inclusion at build time, for your pipeline. Default: only RPAsset in QualitySettings are embedded on build
IntParameter
A VolumeParameter that holds an int
value.
KeyframeUtility
A helper function for interpolating AnimationCurves together. In general, curves can not be directly blended because they will have keypoints at different places. InterpAnimationCurve traverses through the keypoints. If both curves have a keypoint at the same time, they keypoints are trivially lerped together. However if one curve has a keypoint at a time that is missing in the other curve (which is the most common case), InterpAnimationCurve calculates a synthetic keypoint at that time based on value and derivative, and interpolates the resulting keys. Note that this function should only be called by internal rendering code. It creates a small pool of animation curves and reuses them to avoid creating garbage. The number of curves needed is quite small, since curves only need to be used when interpolating multiple volumes together with different curve parameters. The underlying interp function isn't allowed to fail, so in the case where we run out of memory we fall back to returning a single keyframe.
LayerMaskParameter
A VolumeParameter that holds a LayerMask
value.
LensFlareCommonSRP
Common code for all Data-Driven Lens Flare used
LensFlareComponentSRP
Data-Driven Lens Flare can be added on any gameobject
LensFlareDataElementSRP
LensFlareDataElementSRP defines collection of parameters describing the behavior a Lens Flare Element.
LensFlareDataSRP
LensFlareDataSRP defines a Lens Flare with a set of LensFlareDataElementSRP
LightUnitUtils
Light Unit Utils contains functions and definitions to facilitate conversion between different light intensity units.
ListBufferExtensions
Extensions for ListBuffer<T>.
ListChangedEventArgs<T>
On List Changed Event Args.
ListPool<T>
List Pool.
MaterialParameter
A VolumeParameter that holds a Material value.
MaterialQualityUtilities
Material Quality utility class.
MaxFloatParameter
A VolumeParameter that holds a float
value clamped to a max value.
MaxIntParameter
A VolumeParameter that holds an int
value clamped to a
maximum value.
MinFloatParameter
A VolumeParameter that holds a float
value clamped to a minimum value.
MinIntParameter
A VolumeParameter that holds an int
value clamped to a
minimum value.
MousePositionDebug
Provides mouse position for debugging purpose.
NoInterpClampedFloatParameter
A VolumeParameter that holds a non-interpolating float
value clamped between
a minimum and a maximum value.
NoInterpClampedIntParameter
A VolumeParameter that holds a non-interpolating int
value
clamped between a minimum and a maximum value.
NoInterpColorParameter
A VolumeParameter that holds a non-interpolating Color
value.
NoInterpCubemapParameter
A VolumeParameter that holds a non-interpolating Cubemap
value.
NoInterpFloatParameter
A VolumeParameter that holds a non-interpolating float
value.
NoInterpFloatRangeParameter
A VolumeParameter that holds a non-interpolating Vector2
value holding
a range of two float
values clamped between a minimum and a maximum value.
NoInterpIntParameter
A VolumeParameter that holds a non-interpolating int
value.
NoInterpMaxFloatParameter
A VolumeParameter that holds a non-interpolating float
value clamped to
a maximum value.
NoInterpMaxIntParameter
A VolumeParameter that holds a non-interpolating int
value that
clamped to a maximum value.
NoInterpMinFloatParameter
A VolumeParameter that holds a non-interpolating float
value clamped to
a minimum value.
NoInterpMinIntParameter
A VolumeParameter that holds a non-interpolating int
value that
clamped to a minimum value.
NoInterpRenderTextureParameter
A VolumeParameter that holds a non-interpolating RenderTexture
value.
NoInterpTextureParameter
A VolumeParameter that holds a non-interpolating Texture
value.
NoInterpVector2Parameter
A VolumeParameter that holds a non-interpolating Vector2
value.
NoInterpVector3Parameter
A VolumeParameter that holds a non-interpolating Vector3
value.
NoInterpVector4Parameter
A VolumeParameter that holds a non-interpolating Vector4
value.
ObjectParameter<T>
A VolumeParameter that holds a serializable class or struct.
ObjectPool<T>
Generic object pool.
ObservableList<T>
Observable list.
OcclusionTestMethods
Extension methods for OcclusionTest.
PackingAttribute
Attribute defining packing.
PowerOfTwoTextureAtlas
Texture atlas with rectangular power of two size.
ProbeAdjustmentVolume
A marker to adjust probes in an area of the scene.
ProbeReferenceVolume
The reference volume for the Adaptive Probe Volumes system. This defines the structure in which volume assets are loaded into. There must be only one, hence why it follow a singleton pattern.
ProbeTouchupVolume
A marker to adjust probes in an area of the scene.
ProbeVolume
A marker to determine what area of the scene is considered by the Probe Volumes system
ProbeVolumeBakingSet
An Asset which holds a set of settings to use with a Probe Reference Volume.
ProbeVolumePerSceneData
A component that stores baked probe volume state and data references. Normally hidden in the hierarchy.
ProbeVolumeSceneData
A class containing info about the bounds defined by the probe volumes in various scenes.
ProbeVolumesOptions
A volume component that holds settings for the Adaptive Probe Volumes System per-camera options.
ProfilingSampler
Wrapper around CPU and GPU profiling samplers. Use this along ProfilingScope to profile a piece of code.
RTHandle
A RTHandle is a RenderTexture that scales automatically with the camera size. This allows proper reutilization of RenderTexture memory when different cameras with various sizes are used during rendering. RTHandleSystem
RTHandleSystem
System managing a set of RTHandle textures
RTHandles
Default instance of a RTHandleSystem
RasterCommandBuffer
A command buffer that is used with a rasterization render graph pass.
ReloadAttribute
Attribute specifying information to reload with ResourceReloader. This is only used in the editor and doesn't have any effect at runtime.
ReloadGroupAttribute
Attribute specifying that it contains element that should be reloaded. If the instance of the class is null, the system will try to recreate it with the default constructor. Be sure classes using it have default constructor!
RemoveRangeExtensions
A set of extension methods for collections
RenderGraphGlobalSettings
Render Graph global settings class.
RenderPipelineGlobalSettingsUtils
Set of utilities for RenderPipelineGlobalSettings
RenderPipelineGlobalSettings<TGlobalRenderPipelineSettings, TRenderPipeline>
A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that pipeline.
You can register a single RenderPipelineGlobalSettings instance to the GraphicsSettings by using RegisterRenderPipelineSettings(Type, RenderPipelineGlobalSettings). You can use this to save RenderPipeline
settings that appear in GraphicsSettings
.
RenderPipelineGraphicsSettingsContainer
Contains a double list of UnityEngine.Rendering.IRenderPipelineGraphicsSettings one is used for editor and the other for standalone release, the standalone release will be stripped by IRenderPipelineGraphicsSettingsStripper<T>
RenderPipelineResources
Base of resources assets in SRP
RenderTextureParameter
A VolumeParameter that holds a RenderTexture
value.
RenderingLayerMaskParameter
A VolumeParameter that holds a LayerMask
value.
ResourceReloader
The resources that need to be reloaded in Editor can live in Runtime. The reload call should only be done in Editor context though but it could be called from runtime entities.
STP
Interface to the Spatial-Temporal Post-Processing Upscaler (STP). This class allows users to configure and execute STP via render graph.
STP.HistoryContext
Opaque history information required by STP's implementation Users are expected to create their own persistent history context, update it once per frame, and provide it to STP's execution logic through the configuration structure.
SceneRenderPipeline
Setup a specific render pipeline on scene loading. This need to be used with caution as it will change project configuration.
SerializableEnum
Class to serizalize Enum as string and recover it's state
SerializedDictionary<K, V>
Unity can't serialize Dictionary so here's a custom wrapper that does. Note that you have to extend it before it can be serialized as Unity won't serialized generic-based types either.
SerializedDictionary<K, V, SK, SV>
Dictionary that can serialize keys and values as other types
ShaderDebugPrintInputProducer
Reads system input to produce ShaderDebugPrintInput parameters.
ShaderDebugPrintManager
Internal development tool. Manages gpu-buffers for shader debug printing.
ShaderStrippingSetting
Class that stores shader stripping settings shared between all pipelines
SphericalHarmonicsL2Utils
A collection of utility functions used to access and set SphericalHarmonicsL2 in a more verbose way.
SurfaceDataAttributes
Attribute specifying the parameters of a surface data field.
SwapCollectionExtensions
A set of extension methods for collections
Texture2DAtlas
A generic Atlas texture of 2D textures. An atlas texture is a texture collection that collects multiple sub-textures into a single big texture. Sub-texture allocation for Texture2DAtlas is static and will not change after initial allocation. Does not add mipmap padding for sub-textures.
Texture2DParameter
A VolumeParameter that holds a 2D Texture
value.
Texture3DParameter
A VolumeParameter that holds a 3D Texture
value.
TextureCurve
A wrapper around AnimationCurve
to automatically bake it into a texture.
TextureCurveParameter
A VolumeParameter that holds a TextureCurve value.
TextureGradient
A wrapper around Gradient
to automatically bake it into a texture.
TextureGradientParameter
A VolumeParameter that holds a TextureGradient value.
TextureParameter
A VolumeParameter that holds a Texture
value.
TextureXR
Utility class providing default textures compatible in any XR setup.
TileLayoutUtils
Utility for tiles layout
UnsafeCommandBuffer
A command buffer that is used with an unsafe render graph pass.
UnsafeGenericPool<T>
Generic pool without collection checks. This class is an alternative for the GenericPool for object that allocate memory when they are being compared. It is the case for the CullingResult class from Unity, and because of this in HDRP HDCullingResults generates garbage whenever we use ==, .Equals or ReferenceEquals. This pool doesn't do any of these comparison because we don't check if the stack already contains the element before releasing it.
Vector2Parameter
A VolumeParameter that holds a Vector2
value.
Vector3Parameter
A VolumeParameter that holds a Vector3
value.
Vector4Parameter
A VolumeParameter that holds a Vector4
value.
Volume
A generic Volume component holding a VolumeProfile.
VolumeComponent
The base class for all the components that can be part of a VolumeProfile. The Volume framework automatically handles and interpolates any VolumeParameter members found in this class.
VolumeComponent.Indent
Local attribute for VolumeComponent fields only. It handles relative indentation of a property for inspector.
VolumeComponentDeprecated
An attribute to hide the volume component to be added through Add Override
button on the volume component list
VolumeComponentMenu
This attribute allows you to add commands to the Add Override popup menu on Volumes. To filter VolumeComponentMenu based on current Render Pipeline, add SupportedOnRenderPipeline attribute to the class alongside with this attribute.
VolumeComponentMenuForRenderPipeline
This attribute allows you to add commands to the Add Override popup menu on Volumes and specify for which render pipelines will be supported
VolumeDebugSettings<T>
The volume settings
VolumeManager
A global manager that tracks all the Volumes in the currently loaded Scenes and does all the interpolation work.
VolumeParameter
The base class for all parameters types stored in a VolumeComponent.
VolumeParameter<T>
A generic implementation of VolumeParameter. Custom parameters should derive from this class and implement their own behavior.
VolumeProfile
An Asset which holds a set of settings to use with a Volume.
VolumeStack
Holds the state of a Volume blending update. A global stack is available by default in VolumeManager but you can also create your own using CreateStack() if you need to update the manager with specific settings and store the results for later use.
XRGraphicsAutomatedTests
Utility class to connect SRP to automated test framework.
XRSRPSettings
XRGraphics insulates SRP from API changes across platforms, Editor versions, and as XR transitions into XR SDK
Structs
BatchRendererGroupGlobals
Contains default values for built-in properties that the user is expected to manually
provide for DOTS_INSTANCING_ON
shaders. The struct layout matches the
unity_DOTSInstanceGlobalValues
constant buffer the shader expects the default
values in.
BitArray128
Bit array of size 128.
BitArray16
Bit array of size 16.
BitArray256
Bit array of size 256.
BitArray32
Bit array of size 32.
BitArray64
Bit array of size 64.
BitArray8
Bit array of size 8.
CommandBufferHelpers
This struct contains some static helper functions that can be used when you want to convert between Commandbuffer and RasterCommandBuffer/ComputeCommandBuffer/UnsafeCommandBuffer
CoreUnsafeUtils.FixedBufferStringQueue
Fixed Buffer String Queue class.
DebugUI.Foldout.ContextMenuItem
Context menu item.
DebugUI.Widget.NameAndTooltip
Helper struct to allow more compact initialization of widgets.
DynamicArray<T>.Iterator
IEnumerator-like struct used to loop over this entire array. See the IEnumerator docs for more info: IEnumerator
DynamicArray<T>.RangeEnumerable
IEnumerable-like struct used to iterate through a subsection of this array. See the IEnumerable docs for more info: IEnumerable
DynamicArray<T>.RangeEnumerable.RangeIterator
IEnumerator-like struct used to iterate through a subsection of this array. See the IEnumerator docs for more info: IEnumerator
GPUPrefixSum
Utility class for computing inclusive or exclusive prefix sums, directly or indirectly dispatched on the GPU.
GPUPrefixSum.DirectArgs
Arguments for a direct prefix sum.
GPUPrefixSum.IndirectDirectArgs
Arguments for an indirect prefix sum.
GPUPrefixSum.LevelOffsets
Structure defining level offsets.
GPUPrefixSum.RenderGraphResources
Utility for adapting to render graph usage.
GPUPrefixSum.SupportResources
Data structure containing the runtime resources that are bound by the command buffer.
GPUPrefixSum.SystemResources
Structure defining any required assets used by the GPU sort.
GPUResidentDrawerSettings
Utility struct to pass GPU resident drawer settings together
GPUSort
Utility class for sorting (key, value) pairs on the GPU.
GPUSort.Args
Data structure containing runtime dispatch parameters for the sort.
GPUSort.RenderGraphResources
Utility for adapting to render graph usage.
GPUSort.SupportResources
Data structure containing the runtime resources that are bound by the command buffer.
GPUSort.SystemResources
Structure defining any required assets used by the GPU sort.
GlobalDynamicResolutionSettings
User-facing settings for dynamic resolution.
HDROutputUtils.HDRDisplayInformation
This struct Provides access to HDR display settings and information.
ListBuffer<T>
A list that stores value on a provided memory buffer.
Usually use this to have a list on stack allocated memory.
ObjectPool<T>.PooledObject
Pooled object.
Observable<T>
Represents an observable value of type T. Subscribers can be notified when the value changes.
OccluderParameters
Parameters structure for passing to GPUResidentDrawer.UpdateInstanceOccluders.
OccluderSubviewUpdate
Parameters structure for passing to GPUResidentDrawer.UpdateInstanceOccluders.
OcclusionCullingSettings
Parameter structure for passing to GPUResidentDrawer.InstanceOcclusionTest.
ProbeReferenceVolume.ExtraDataActionInput
The input to the retrieveExtraDataAction action.
ProbeReferenceVolume.RuntimeResources
The resources that are bound to the runtime shaders for sampling Adaptive Probe Volume data.
ProbeVolumeSystemParameters
Initialization parameters for the probe volume system.
ProfilingSample
Profiling Sampler class.
ProfilingScope
Scoped Profiling markers
RTHandleAllocInfo
Information about the allocation of a RTHandle
RTHandleProperties
List of properties of the RTHandle System for the current frame.
RTHandleStaticHelpers
This struct contains some static helpers that can be used when converting RTid to RThandle The common use case is to convert rtId to rtHandle and use the handle with other handle compatible core APIs
RenderRequestBatcherContext
Context struct for passing into GPUResidentDrawer.PostCullBeginCameraRendering
SHCoefficients
Contains spherical harmonic coefficients used for lighting representation in the format
expected by DOTS_INSTANCING_ON
shaders.
The size of the struct is padded to a power of two so arrays of such structs can be efficiently indexed in shaders.
STP.Config
Top-level configuration structure required for STP execution
STP.HistoryUpdateInfo
Describes the information needed to update the history context
STP.PerViewConfig
STP configuration data that varies per rendered view
ShaderDebugPrintInput
Shader constant input parameters.
ShaderGenUInt4
This type needs to be used when generating unsigned integer arrays for constant buffers.
SphericalHarmonicsL1
Structure holding Spherical Harmonic L1 coefficient.
SubviewOcclusionTest
Parameter structure for passing to GPUResidentDrawer.InstanceOcclusionTest.
VolumeIsolationScope
A scope in which a Camera filters a Volume.
Interfaces
CoreUnsafeUtils.IKeyGetter<TValue, TKey>
Key Getter interface.
DebugUI.IContainer
Interface for widgets that can contain other widgets.
DebugUI.IValueField
Any widget that implements this will be considered for serialization (only if the setter is set and thus is not read-only)
IAdditionalData
Interface to identify additional data components
IBaseCommandBuffer
This interface declares functions shared by several command buffer types.
IBitArray
IBitArray interface.
ICameraHistoryReadAccess
User API to get history read access for a user history type instance. Read access is valid and available after the history type has been requested and written by a render pass. Otherwise a null is returned. Typically called by the history type consumer render pass in the render pipeline.
User API for external systems to register history read access callbacks.
ICameraHistoryWriteAccess
User API to get history write access for a user history type instance. Write access is valid and available after the history type has been requested. Otherwise a null is returned. Typically called by the history type producer render pass in the render pipeline.
ICloudBackground
Interface defining if an SRP supports environment effects for lens flare occlusion
IComputeCommandBuffer
This interface declares functions that are specific to a compute command buffer.
IDebugData
IDebugData interface.
IDebugDisplaySettings
Interface for storing the debug settings
IDebugDisplaySettingsData
Debug UI panel interface
IDebugDisplaySettingsPanel
Debug UI panel
IDebugDisplaySettingsPanelDisposable
Debug UI panel disposable
IDebugDisplaySettingsQuery
Interface for determining what kind of debug settings are currently active.
IDefaultVolumeProfileAsset
Interface for a class that provides access to the asset used to initialize the default volume profile.
IDefaultVolumeProfileSettings
Interface for a settings class for that stores the default volume profile for Volume Framework.
IGPUResidentRenderPipeline
Interface that can be added to a RenderPipelineAsset which indicates that it can support the GPUResidentDrawer.
IPerFrameHistoryAccessTracker
User API to request access for an instance of the user history type. Tracks the history types that were requested by the render pipeline features on this frame. Requested history types are then made available for the future frames. Request is active for one frame only and a new request should be made every frame. Types that were not requested are eventually reset and GPU resources released.
IPostProcessComponent
Implement this interface on every post process volumes
IProbeVolumeEnabledRenderPipeline
By implementing this interface, a render pipeline can indicate to its usage of the Adaptive Probe Volume system..
IRasterCommandBuffer
This interface declares functions that are specific to a rasterization command buffer.
IRenderPipelineGraphicsSettingsStripper<T>
Interface to define an stripper for a UnityEngine.Rendering.IRenderPipelineGraphicsSettings
ISTPEnabledRenderPipeline
By implementing this interface, a render pipeline can indicate its usage of the STP upscaler
IShaderVariantSettings
Exposes settings for shader variants
IStripper
IUnsafeCommandBuffer
This interface declares functions that are specific to an unsafe command buffer.
IVirtualTexturingEnabledRenderPipeline
By implementing this interface, a render pipeline can indicate to external code it supports virtual texturing.
IVolume
An interface for Volumes
IVolumeDebugSettings
Volume debug settings. This variant is obsolete and kept only for not breaking user code. Use IVolumeDebugSettings2 for all new usage.
IVolumeDebugSettings2
Volume debug settings.
IVolumetricCloud
Volumetric Cloud Interface for VolumetricCloud on each SRP
Enums
APVConstantBufferRegister
Defines the constant buffer register that will be used as binding point for the Adaptive Probe Volumes constant buffer.
APVLeakReductionMode
Defines the method used to reduce leaking.
AdvancedUpscalers
User-facing settings for advanced upscalers.
BoolParameter.DisplayType
Boolean widget type.
ClearFlag
Render Textures clear flag. This is an legacy alias for RTClearFlags.
DebugManager.UIMode
The modes of the UI of the Rendering Debugger
DebugProbeShadingMode
Modes for Debugging Probes
DebugUI.Flags
A column of checkboxes for enabling and disabling flags.
DebugUI.MessageBox.Style
Label style defines text color and background.
DepthBits
Bit depths of a Depth render texture. Some values may not be supported on all platforms.
DynamicResScalePolicyType
The type of dynamic resolution scaler. It essentially defines what the output of the scaler is expected to be.
DynamicResScalerSlot
The source slots for dynamic resolution scaler. Defines registers were the scalers assigned are stored. By default the User one is always used
DynamicResUpscaleFilter
Types of filters that can be used to upscale rendered result to native resolution.
DynamicResolutionHandler.UpsamplerScheduleType
The scheduling mechanism to apply upscaling.
DynamicResolutionType
Types of dynamic resolution that can be requested. Note that if Hardware is selected, but not available on the platform, the system will fallback to Software.
FieldPacking
Field packing scheme.
FieldPrecision
Field Precision
GPUResidentDrawerMode
Modes for improved draw submission.
HDRColorspace
The available options for colorspace when outputting to an HDR device.
HDREncoding
The available options for color encoding when outputting to an HDR device.
HDROutputUtils.Operation
HDR color operations that the shader applies.
HDRRangeReduction
The available options for range reduction/tonemapping when outputting to an HDR device.
MSAASamples
Number of MSAA samples.
MaterialQuality
Material quality flags.
OcclusionTest
The type of occlusion test
PackingRules
Packing Rules for structs.
ProbeAdjustmentVolume.Mode
The mode that adjustment volume will operate in. It determines what probes falling within the volume will do.
ProbeAdjustmentVolume.RenderingLayerMaskOperation
The mode that adjustment volume will operate in. It determines what probes falling within the volume will do.
ProbeAdjustmentVolume.Shape
The type of shape that an adjustment volume can take.
ProbeVolume.Mode
Indicates which renderers should be considerer for the Probe Volume bounds when baking
ProbeVolumeBlendingTextureMemoryBudget
Possible values for the probe volume scenario blending memory budget (determines the size of the textures used).
ProbeVolumeSHBands
Number of Spherical Harmonics bands that are used with Probe Volumes
ProbeVolumeTextureMemoryBudget
Possible values for the probe volume memory budget (determines the size of the textures used).
ReloadAttribute.Package
Lookup method for a resource.
SRPLensFlareBlendMode
SRPLensFlareBlendMode defined the available blend mode for each LensFlareElement
SRPLensFlareColorType
SRPLensFlareColorType describe how to colorize LensFlare
SRPLensFlareDistribution
SRPLensFlareDistribution defined how we spread the flare element when count > 1
SRPLensFlareType
SRPLensFlareType which can be an image of a procedural shape If change order or add new member, need to update preview shader: LensFlareDataDrivenPreview.shader
ShaderVariantLogLevel
Specifies the logging level for shader variants
Delegates
DynamicArray<T>.SortComparer
Delegate for custom sorting comparison.
ICameraHistoryReadAccess.HistoryRequestDelegate
Callback type for requesting various history type instances for read. Typically used by systems external to the pipeline. For example: A MonoBehavior requesting access for MonoBehavior.LateUpdate() call.
ListChangedEventHandler<T>
List changed event handler.
PerformDynamicRes
The format of the delegate used to perofrm dynamic resolution.
ScaleFunc
Scaled function used to compute the size of a RTHandle for the current frame.