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    Class HDRenderPipeline

    CloudBackground Interface, Implementation for CloudBackground on each SRP

    Inheritance
    object
    RenderPipeline
    HDRenderPipeline
    Implements
    IDataProvider
    ICloudBackground
    IVolumetricCloud
    Inherited Members
    RenderPipeline.ProcessRenderRequests<RequestData>(ScriptableRenderContext, Camera, RequestData)
    RenderPipeline.IsRenderRequestSupported<RequestData>(Camera, RequestData)
    RenderPipeline.BeginFrameRendering(ScriptableRenderContext, Camera[])
    RenderPipeline.BeginContextRendering(ScriptableRenderContext, List<Camera>)
    RenderPipeline.BeginCameraRendering(ScriptableRenderContext, Camera)
    RenderPipeline.EndContextRendering(ScriptableRenderContext, List<Camera>)
    RenderPipeline.EndFrameRendering(ScriptableRenderContext, Camera[])
    RenderPipeline.EndCameraRendering(ScriptableRenderContext, Camera)
    RenderPipeline.SupportsRenderRequest<RequestData>(Camera, RequestData)
    RenderPipeline.SubmitRenderRequest<RequestData>(Camera, RequestData)
    RenderPipeline.disposed
    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.Runtime.dll
    Syntax
    public class HDRenderPipeline : RenderPipeline, IDataProvider, ICloudBackground, IVolumetricCloud

    Constructors

    Name Description
    HDRenderPipeline(HDRenderPipelineAsset)

    HDRenderPipeline constructor.

    HDRenderPipeline(HDRenderPipelineAsset, HDRenderPipelineAsset)

    HDRenderPipeline constructor.

    Fields

    Name Description
    k_ShaderTagName

    Shader Tag for the High Definition Render Pipeline.

    Properties

    Name Description
    debugDisplaySettings

    Debug display settings.

    defaultSettings

    Accessor to the active Global Settings for the HD Render Pipeline.

    rayTracingSupported

    Flag that defines if ray tracing is supported by the current HDRP asset and platform

    Methods

    Name Description
    AddInstanceToRAS(RayTracingAccelerationStructure, Renderer, HDEffectsParameters, ref bool, ref bool)

    Function that adds a renderer to a ray tracing acceleration structure.

    BeginRecording(int, float, float, float)

    Should be called to start a multi-frame recording session. Each final frame will be an accumulation of multiple sub-frames.

    BeginRecording(int, float, AnimationCurve)

    Should be called to start a multi-frame recording session. Each final frame will be an accumulation of multiple sub-frames.

    Dispose(bool)

    Disposable pattern implementation.

    EndRecording()

    Should be called to finish a multi-frame recording session

    EvaluateEffectsParameters(HDCamera, bool, bool)

    Function that returns the ray tracing and path tracing effects that are enabled for a given camera.

    ExportSkyToTexture(Camera)

    Export the provided camera's sky to a flattened cubemap.

    GetMainLight()

    Main directional Light for the HD Render Pipeline.

    GetRaysPerFrame(RayCountValues)

    This functions allows the user to have an approximation of the number of rays that were traced for a given frame.

    HDRDataDetectedProperly()

    Returns whether the data for HDR is detected properly from the device. If this returns false it is suggested that a calibration screen is used to set the min/max nits limits and paperwhite values.

    IsCloudBackgroundUsable()

    Check is the current HDRP had CloudBackground

    IsFrameCompleted(HDCamera)

    Checks if the multi-frame accumulation is completed for a given camera.

    IsVolumetricCloudUsable()

    Check is the current HDRP had VolumetricCloud

    PrepareNewSubFrame()

    Should be called during a recording session when preparing to render a new sub-frame of a multi-frame sequence where each final frame is an accumulation of multiple sub-frames.

    ReleasePersistentShadowAtlases()

    Release all persistent shadow atlas. In HDRP, shadow persistent atlases are allocated per light type (area, punctual or directional) when needed but never deallocated. Calling this will force deallocation of those atlases. This can be useful between levels for example when you know that some types of lights aren't used anymore.

    Render(ScriptableRenderContext, List<Camera>)

    RenderPipeline Render implementation.

    Render(ScriptableRenderContext, Camera[])
    RequestSkyEnvironmentUpdate()

    Request an update of the environment lighting.

    ResetPathTracing()

    Resets path tracing accumulation for all cameras.

    ResetPathTracing(HDCamera)

    Resets path tracing accumulation for a specific camera.

    ResetRTHandleReferenceSize(int, int)

    Resets the reference size of the internal RTHandle System. This allows users to reduce the memory footprint of render textures after doing a super sampled rendering pass for example.

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