Enum FrameSettingsField | High Definition RP | 9.0.0-preview.71
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    Enum FrameSettingsField

    Collection of settings used for rendering the frame.

    Namespace: UnityEngine.Rendering.HighDefinition
    Syntax
    public enum FrameSettingsField

    Fields

    Name Description Value
    LitShaderMode

    Specifies the Lit Shader Mode for Cameras using these Frame Settings use to render the Scene.

    0
    DepthPrepassWithDeferredRendering

    When enabled, HDRP processes a depth prepass for Cameras using these Frame Settings. Set Lit Shader Mode to Deferred to access this option.

    1
    None

    No Frame Settings.

    OpaqueObjects

    When enabled, Cameras using these Frame Settings render opaque GameObjects.

    2
    TransparentObjects

    When enabled, Cameras using these Frame Settings render Transparent GameObjects.

    3
    ClearGBuffers

    When enabled, HDRP clear GBuffers for Cameras using these Frame Settings. Set Lit Shader Mode to Deferred to access this option.

    5
    CustomPass

    When enabled, HDRP renders custom passes contained in CustomPassVolume components.

    6
    TransparentPrepass

    When enabled, HDRP processes a transparent prepass for Cameras using these Frame Settings.

    8
    TransparentPostpass

    When enabled, HDRP processes a transparent postpass for Cameras using these Frame Settings.

    9
    MotionVectors

    When enabled, HDRP processes a motion vector pass for Cameras using these Frame Settings.

    10
    ObjectMotionVectors

    When enabled, HDRP processes an object motion vector pass for Cameras using these Frame Settings.

    11
    Decals

    When enabled, HDRP processes a decal render pass for Cameras using these Frame Settings.

    12
    RoughRefraction

    When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass.

    13
    Refraction

    When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass.

    13
    Distortion

    When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings.

    14
    Postprocess

    When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.

    15
    TransparentsWriteMotionVector

    When enabled, transparent GameObjects use Motion Vectors. You must also enable TransparentWritesVelocity for Materials that you want to use motion vectors with.

    16
    AfterPostprocess

    When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.

    17
    LowResTransparent

    When enabled, HDRP processes a transparent pass in a lower resolution for Cameras using these Frame Settings.

    18
    ZTestAfterPostProcessTAA

    When enabled, Cameras that don't use TAA process a depth test for Materials in the AfterPostProcess rendering pass.

    19
    ShadowMaps

    When enabled, Cameras using these Frame Settings render shadows.

    20
    ContactShadows

    When enabled, Cameras using these Frame Settings render Contact Shadows.

    21
    Shadowmask

    When enabled, Cameras using these Frame Settings render shadows from Shadow Masks.

    22
    SSR

    When enabled, Cameras using these Frame Settings calculate Screen Space Reflections.

    23
    SSAO

    When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion.

    24
    Transmission

    When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) Materials with an added transmission effect (only if you enable Transmission on the SSS Material in the Material's Inspector).

    26
    AtmosphericScattering

    When enabled, Cameras using these Frame Settings render fog effects.

    27
    Volumetrics

    When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting.

    28
    ReprojectionForVolumetrics

    When enabled, Cameras using these Frame Settings use several previous frames to calculate volumetric effects which increases their overall quality at run time.

    29
    LightLayers

    When enabled, Cameras that use these Frame Settings make use of LightLayers.

    30
    MSAA

    When enabled, Cameras using these Frame Settings calculate MSAA when they render the Scene. Set Lit Shader Mode to Forward to access this option.

    31
    ExposureControl

    When enabled, Cameras that use these Frame Settings use exposure values defined in relevant components.

    32
    ReflectionProbe

    When enabled, Cameras that use these Frame Settings calculate reflection from Reflection Probes.

    33
    ScreenSpaceShadows

    When enabled, Cameras using these Frame Settings render Screen Space Shadows.

    34
    PlanarProbe

    When enabled, Cameras that use these Frame Settings calculate reflection from Planar Reflection Probes.

    35
    ReplaceDiffuseForIndirect

    When enabled, Cameras that use these Frame Settings render Materials with base color as diffuse. This is a useful Frame Setting to use for real-time Reflection Probes because it renders metals as diffuse Materials to stop them appearing black when Unity can't calculate several bounces of specular lighting.

    36
    SkyReflection

    When enabled, the Sky affects specular lighting for Cameras that use these Frame Settings.

    37
    DirectSpecularLighting

    When enabled, Cameras that use these Frame Settings render Direct Specular lighting. This is a useful Frame Setting to use for baked Reflection Probes to remove view dependent lighting.

    38
    CustomPostProcess

    When enabled, HDRP render user written post processes.

    39
    AsyncCompute

    When enabled, HDRP executes certain Compute Shader commands in parallel. This only has an effect if the target platform supports async compute.

    40
    LightListAsync

    When enabled, HDRP builds the Light List asynchronously.

    41
    SSRAsync

    When enabled, HDRP calculates screen space reflection asynchronously.

    42
    SSAOAsync

    When enabled, HDRP calculates screen space ambient occlusion asynchronously.

    43
    ContactShadowsAsync

    When enabled, HDRP calculates Contact Shadows asynchronously.

    44
    VolumeVoxelizationsAsync

    When enabled, HDRP calculates volumetric voxelization asynchronously.

    45
    SubsurfaceScattering

    When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) effects for GameObjects that use a SSS Material.

    46
    SssQualityMode

    Configures the sample budget of the Subsurface Scattering algorithm using Quality Levels. You can either pick from one of the existing values in the Quality Settings, or request a custom number of samples.

    47
    SssQualityLevel

    Sets the Quality Level of the Subsurface Scattering algorithm.

    48
    SssCustomSampleBudget

    Sets the custom sample budget of the Subsurface Scattering algorithm.

    49
    AlphaToMask

    When enabled, Cameras using these Frame Settings use Alpha To Mask. Activate MSAA to access this option.

    56
    LODBiasMode

    Specifies the Level Of Detail Mode for Cameras using these Frame Settings use to render the Scene. Scale will allow to add a scale factor while Override will allow to set a specific value.

    60
    LODBias

    Set the LOD Bias with the value in lodBias.

    61
    MaximumLODLevelMode

    Specifies the Maximum Level Of Detail Mode for Cameras using these Frame Settings to use to render the Scene. Offset allows you to add an offset factor while Override allows you to set a specific value.

    62
    MaximumLODLevel

    Set the LOD Bias with the value in maximumLODLevel.

    63
    LODBiasQualityLevel

    The quality level to use when fetching the value from the quality settings.

    64
    MaximumLODLevelQualityLevel

    The quality level to use when fetching the value from the quality settings.

    65
    MaterialQualityLevel

    The quality level to use when fetching the value from the quality settings.

    66
    StopNaN

    When enabled, HDRP replace NaN values with black pixels for Cameras using these Frame Settings.

    80
    DepthOfField

    When enabled, HDRP adds depth of field to Cameras affected by a Volume containing the Depth Of Field override.

    81
    MotionBlur

    When enabled, HDRP adds motion blur to Cameras affected by a Volume containing the Blur override.

    82
    PaniniProjection

    When enabled, HDRP adds panini projection to Cameras affected by a Volume containing the Panini Projection override.

    83
    Bloom

    When enabled, HDRP adds bloom to Cameras affected by a Volume containing the Bloom override.

    84
    LensDistortion

    When enabled, HDRP adds lens distortion to Cameras affected by a Volume containing the Lens Distortion override.

    85
    ChromaticAberration

    When enabled, HDRP adds chromatic aberration to Cameras affected by a Volume containing the Chromatic Aberration override.

    86
    Vignette

    When enabled, HDRP adds vignette to Cameras affected by a Volume containing the Vignette override.

    87
    ColorGrading

    When enabled, HDRP processes color grading for Cameras using these Frame Settings.

    88
    FilmGrain

    When enabled, HDRP adds film grain to Cameras affected by a Volume containing the Film Grain override.

    89
    Dithering

    When enabled, HDRP processes dithering for Cameras using these Frame Settings.

    90
    Antialiasing

    When enabled, HDRP processes anti-aliasing for camera using these Frame Settings.

    91
    RayTracing

    When enabled, HDRP updates ray tracing for Cameras using these Frame Settings.

    92
    Tonemapping

    When enabled, HDRP processes tonemapping for Cameras using these Frame Settings.

    93
    TransparentSSR

    When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Reflections.

    94
    SSGI

    When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Global Illumination.

    95
    FPTLForForwardOpaque

    When enabled, HDRP uses FPTL for forward opaque.

    120
    BigTilePrepass

    When enabled, HDRP uses a big tile prepass for light visibility.

    121
    DeferredTile

    When enabled, HDRP uses tiles to compute deferred lighting.

    122
    ComputeLightEvaluation

    When enabled, HDRP uses a compute shader to compute deferred lighting.

    123
    ComputeLightVariants

    When enabled, HDRP uses light variant classification to compute lighting.

    124
    ComputeMaterialVariants

    When enabled, HDRP uses material variant classification to compute lighting.

    125
    ProbeVolume

    When enabled, HDRP uses probe volumes for baked lighting.

    127
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