Method Render
Render(CameraSettings, CameraPositionSettings, Texture, uint)
Perform a rendering into target
.
Declaration
public static void Render(CameraSettings settings, CameraPositionSettings position, Texture target, uint staticFlags = 0)
Parameters
Type | Name | Description |
---|---|---|
CameraSettings | settings | Settings for the camera. |
CameraPositionSettings | position | Position for the camera. |
Texture | target | Target to render to. |
uint | staticFlags | Only used in the Editor fo cubemaps. This is bitmask of StaticEditorFlags only objects with these flags will be rendered |
Examples
How to perform standard rendering:
class StandardRenderingExample
{
public void Render()
{
// Copy default settings
var settings = CameraRenderSettings.Default;
// Adapt default settings to our custom usage
settings.position.position = new Vector3(0, 1, 0);
settings.camera.frustum.fieldOfView = 60.0f;
// Get our render target
var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_SNorm);
HDRenderUtilities.Render(settings, rt);
// Do something with rt
rt.Release();
}
}
How to perform a cubemap rendering:
class CubemapRenderExample
{
public void Render()
{
// Copy default settings
var settings = CameraRenderSettings.Default;
// Adapt default settings to our custom usage
settings.position.position = new Vector3(0, 1, 0);
settings.camera.physical.iso = 800.0f;
// Frustum settings are ignored and driven by the cubemap rendering
// Get our render target
var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_SNorm)
{
dimension = TextureDimension.Cube
};
// The TextureDimension is detected and the renderer will perform a cubemap rendering.
HDRenderUtilities.Render(settings, rt);
// Do something with rt
rt.Release();
}
}
Render(ProbeSettings, ProbeCapturePositionSettings, Texture, bool, bool, uint, float, float)
Performs a rendering of a probe.
Declaration
public static void Render(ProbeSettings settings, ProbeCapturePositionSettings position, Texture target, bool forceFlipY = false, bool forceInvertBackfaceCulling = false, uint staticFlags = 0, float referenceFieldOfView = 90, float referenceAspect = 1)
Parameters
Type | Name | Description |
---|---|---|
ProbeSettings | settings | The probe settings to use. |
ProbeCapturePositionSettings | position | The probe position to use. |
Texture | target | The texture to render into. |
bool | forceFlipY | Whether to force Y axis flipping. |
bool | forceInvertBackfaceCulling | Whether to force the backface culling inversion. |
uint | staticFlags | The static flags filters to use. |
float | referenceFieldOfView | The reference field of view. |
float | referenceAspect | The reference aspect. |
Render(ProbeSettings, ProbeCapturePositionSettings, Texture, out CameraSettings, out CameraPositionSettings, bool, bool, uint, float, float)
Render a probe
Declaration
public static void Render(ProbeSettings settings, ProbeCapturePositionSettings position, Texture target, out CameraSettings cameraSettings, out CameraPositionSettings cameraPositionSettings, bool forceFlipY = false, bool forceInvertBackfaceCulling = false, uint staticFlags = 0, float referenceFieldOfView = 90, float referenceAspect = 1)
Parameters
Type | Name | Description |
---|---|---|
ProbeSettings | settings | The probe settings to use |
ProbeCapturePositionSettings | position | The probe position to use |
Texture | target | The target texture. |
CameraSettings | cameraSettings | The camera settings used during the rendering |
CameraPositionSettings | cameraPositionSettings | The camera position settings used during the rendering. |
bool | forceFlipY | Whether to force the Y axis flipping. |
bool | forceInvertBackfaceCulling | Whether to force the backface culling inversion. |
uint | staticFlags | The static flag to use during the rendering. |
float | referenceFieldOfView | The reference field of view. |
float | referenceAspect | The reference aspect ratio. |