Struct RenderingData
Struct that flattens several rendering settings used to render a camera stack.
URP builds the RenderingData settings from several places, including the pipeline asset, camera and light settings.
The settings also might vary on different platforms and depending on if Adaptive Performance is used.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public struct RenderingData
Fields
cameraData
Holds several rendering settings related to camera. CameraData
Declaration
public CameraData cameraData
Field Value
| Type | Description |
|---|---|
| CameraData |
cullResults
Returns culling results that exposes handles to visible objects, lights and probes.
You can use this to draw objects with ScriptableRenderContext.DrawRenderers
CullingResults
ScriptableRenderContext
Declaration
public CullingResults cullResults
Field Value
| Type | Description |
|---|---|
| CullingResults |
lightData
Holds several rendering settings related to lights. LightData
Declaration
public LightData lightData
Field Value
| Type | Description |
|---|---|
| LightData |
perObjectData
Holds per-object data that are requested when drawing PerObjectData
Declaration
public PerObjectData perObjectData
Field Value
| Type | Description |
|---|---|
| PerObjectData |
postProcessingData
Holds several rendering settings and resources related to the integrated post-processing stack. PostProcessData
Declaration
public PostProcessingData postProcessingData
Field Value
| Type | Description |
|---|---|
| PostProcessingData |
postProcessingEnabled
True if post-processing effect is enabled while rendering the camera stack.
Declaration
public bool postProcessingEnabled
Field Value
| Type | Description |
|---|---|
| bool |
shadowData
Holds several rendering settings related to shadows. ShadowData
Declaration
public ShadowData shadowData
Field Value
| Type | Description |
|---|---|
| ShadowData |
supportsDynamicBatching
True if the pipeline supports dynamic batching. This settings doesn't apply when drawing shadow casters. Dynamic batching is always disabled when drawing shadow casters.
Declaration
public bool supportsDynamicBatching
Field Value
| Type | Description |
|---|---|
| bool |