Class RecursiveRendering
Recursive Rendering Volume Component.
This component setups recursive rendering.
Inheritance
VolumeComponent
RecursiveRendering
Inherited Members
VolumeComponent.active
VolumeComponent.displayName
VolumeComponent.parameters
VolumeComponent.GetHashCode()
VolumeComponent.AnyPropertiesIsOverridden()
VolumeComponent.Release()
VolumeComponent.GetSourceTerm()
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
Syntax
[Serializable]
[VolumeComponentMenu("Ray Tracing/Recursive Rendering")]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
public sealed class RecursiveRendering : VolumeComponent, IApplyRevertPropertyContextMenuItemProvider
Constructors
Name |
Description |
RecursiveRendering()
|
Default constructor for the recursive rendering volume component.
|
Fields
Name |
Description |
ambientProbeDimmer
|
Controls the dimmer applied to the ambient and legacy light probes.
|
enable
|
Enables recursive rendering.
|
lastBounce
|
Controls the fallback hierarchy for lighting the last bounce.
|
layerMask
|
Layer mask used to include the objects for recursive rendering.
|
maxDepth
|
Defines the maximal recursion for rays.
|
minSmoothness
|
Minmal smoothness for reflection rays. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.
|
rayLength
|
This defines the maximal travel distance of rays in meters.
|
rayMiss
|
Controls which sources are used to fallback on when the traced ray misses.
|
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