docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Struct FrameSettings

    Per renderer and per frame settings.

    Inherited Members
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Rendering.HighDefinition
    Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
    Syntax
    [Serializable]
    public struct FrameSettings

    Fields

    Name Description
    lodBias

    If lodBiasMode is LODBiasMode.Fixed, then this value overwrites QualitySettings.lodBias. If lodBiasMode is LODBiasMode.ScaleQualitySettings, then this value scales QualitySettings.lodBias.

    lodBiasMode

    Specifies how HDRP calculates QualitySettings.lodBias.

    lodBiasQualityLevel

    The quality level the rendering component uses when it fetches the quality setting value.

    materialQuality

    The material quality level this rendering component uses. If materialQuality == 0, the rendering component uses the material quality from the current quality settings in the HDRP Asset.

    maximumLODLevel

    If maximumLODLevelMode is MaximumLODLevelMode.FromQualitySettings, then this value overwrites QualitySettings.maximumLODLevel If maximumLODLevelMode is MaximumLODLevelMode.OffsetQualitySettings, then this value offsets QualitySettings.maximumLODLevel

    maximumLODLevelMode

    Specifies how HDRP calculates QualitySettings.maximumLODLevel.

    maximumLODLevelQualityLevel

    The maximum quality level the rendering component uses when it fetches the quality setting value.

    msaaMode

    Stores MSAA Mode on disk.

    sssCustomDownsampleSteps

    Stores SssCustomDownsampleSteps on disk.

    sssCustomSampleBudget

    Stores SssCustomSampleBudget on disk.

    sssQualityLevel

    Stores SssQualityLevel on disk.

    sssQualityMode

    Stores SssQualityMode on disk.

    Properties

    Name Description
    litShaderMode

    Specifies the rendering path this rendering component uses. Here you can use the LitShaderMode enum to specify whether the rendering component uses forward or deferred rendering.

    Methods

    Name Description
    Equals(object)

    Equality operator between two FrameSettings. Return true if equivalent. (comparison of content).

    GetHashCode()

    Returns the hash code of this object.

    GetResolvedLODBias(HDRenderPipelineAsset)

    Calculates the LOD bias value to use.

    GetResolvedMSAAMode(HDRenderPipelineAsset)

    Calculates the Maximum LOD level to use.

    GetResolvedMaximumLODLevel(HDRenderPipelineAsset)

    Calculates the Maximum LOD level to use.

    GetResolvedSssDownsampleSteps(HDRenderPipelineAsset)

    Returns the number downsample steps that will be performed on the source irradiance texture before the main Subsurface algorithm executes.

    GetResolvedSssSampleBudget(HDRenderPipelineAsset)

    Returns the sample budget of the Subsurface Scattering algorithm.

    IsEnabled(FrameSettingsField)

    Gets the stored override value for the passed in Frame Setting. Use this to access boolean values.

    SetEnabled(FrameSettingsField, bool)

    Sets the stored override value for the passed in Frame Setting. Use this to access boolean values.

    Operators

    Name Description
    operator ==(FrameSettings, FrameSettings)

    Equality operator between two FrameSettings. Return true if equivalent. (comparison of content).

    operator !=(FrameSettings, FrameSettings)

    Inequality operator between two FrameSettings. Return true if different. (comparison of content).

    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)