docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class CullContextData

    Class that holds data related to culling.

    Inheritance
    object
    ContextItem
    CullContextData
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.Universal
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    public class CullContextData : ContextItem

    Methods

    Cull(ref ScriptableCullingParameters)

    Performs scene culling based on the provided parameters.

    Declaration
    public CullingResults Cull(ref ScriptableCullingParameters parameters)
    Parameters
    Type Name Description
    ScriptableCullingParameters parameters

    The parameters used for the culling.

    Returns
    Type Description
    CullingResults

    The culling results.

    CullShadowCasters(CullingResults, ShadowCastersCullingInfos)

    Performs shadow casters culling based on the provided parameters.

    Declaration
    public void CullShadowCasters(CullingResults cullingResults, ShadowCastersCullingInfos shadowCastersCullingInfos)
    Parameters
    Type Name Description
    CullingResults cullingResults

    The scene culling results.

    ShadowCastersCullingInfos shadowCastersCullingInfos

    The shadow casters culling informations.

    Exceptions
    Type Condition
    InvalidOperationException

    The parameters used for the shadow culling.

    Reset()

    Resets the object so it can be used as a new instance next time it is created. To avoid memory allocations and generating garbage, the system reuses objects. This function should clear the object so it can be reused without leaking any information (e.g. pointers to objects that will no longer be valid to access). So it is important the implementation carefully clears all relevant members. Note that this is different from a Dispose or Destructor as the object in not freed but reset. This can be useful when havin large sub-allocated objects like arrays or lists which can be cleared and reused without re-allocating.

    Declaration
    public override void Reset()
    Overrides
    ContextItem.Reset()

    SetRenderContext(in ScriptableRenderContext)

    Assigns the render context once at initialization time.

    Declaration
    public void SetRenderContext(in ScriptableRenderContext renderContext)
    Parameters
    Type Name Description
    ScriptableRenderContext renderContext

    The render context to assign.

    Extension Methods

    ReflectionUtils.GetField(object, string)
    ReflectionUtils.GetFields(object)
    ReflectionUtils.Invoke(object, string, params object[])
    ReflectionUtils.SetField(object, string, object)
    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, bool)
    AnalyticsUtils.ToNestedColumn<T>(T, T)
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)