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    Class ShaderConfig

    Project-wide shader configuration options. This class reflects the enum. Use it in C# code to check the current configuration.

    Inheritance
    object
    ShaderConfig
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Config.Runtime.dll
    Syntax
    public class ShaderConfig

    Fields

    Name Description
    FPTLMaxLightCount

    Indicates the maximum number of lights available for Fine Prunning Tile Lighting.

    LightClusterMaxCellElementCount

    Indicates the cap on the maximum number of elements per cell in the light cluster.

    PathTracingMaxLightCount

    Indicates the maximum number of lights in the path tracing light list.

    k_XRMaxViewsForCBuffer

    Maximum number of XR views for constant buffer allocation.

    s_AreaLights

    Indicates whether to support area lights.

    s_BarnDoor

    Indicates whether to support barn doors.

    s_CameraRelativeRendering

    Indicates whether to use camera-relative rendering to enhance precision.

    s_GlobalMipBias

    Indicates whether to support application of global mip bias on all texture samplers of hdrp.

    s_PreExposition

    Indicates whether to use pre-exposition to enhance color prevision.

    s_PrecomputedAtmosphericAttenuation

    Indicates whether to precompute atmosphere attenuation for the directional light on the CPU.

    s_XrMaxViews

    Specifies the maximum number of views to use for XR rendering.

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