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    Namespace UnityEngine.Rendering.Universal

    Classes

    Bloom

    CameraExtensions

    Contains extension methods for Camera class.

    ChannelMixer

    ChromaticAberration

    CinemachineUniversalPixelPerfect

    (Deprecated) An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art sprites would appear pixel perfect when the virtual camera becomes live.

    ColorAdjustments

    ColorCurves

    ColorLookup

    ComponentUtility

    CompositeShadowCaster2D

    DebugDisplaySettings

    DebugDisplaySettingsPanel

    DebugDisplaySettingsUI

    DecalProjector

    Decal Projector component.

    DepthOfField

    DepthOfFieldModeParameter

    DisallowMultipleRendererFeature

    Prevents ScriptableRendererFeatures of same type to be added more than once to a Scriptable Renderer.

    DrawSkyboxPass

    Draw the skybox into the given color buffer using the given depth buffer for depth testing.

    This pass renders the standard Unity skybox.

    FilmGrain

    FilmGrainLookupParameter

    LensDistortion

    LiftGammaGain

    Light2D

    Class Light2D is a 2D light which can be used with the 2D Renderer.

    LightExtensions

    Contains extension methods for Light class.

    MotionBlur

    MotionBlurModeParameter

    MotionBlurQualityParameter

    PaniniProjection

    PostProcessData

    PostProcessData.ShaderResources

    PostProcessData.TextureResources

    PostProcessUtils

    Renderer2DData

    RenderingUtils

    Contains properties and helper functions that you can use when rendering.

    ScriptableRenderer

    Class ScriptableRenderer implements a rendering strategy. It describes how culling and lighting works and the effects supported.

    A renderer can be used for all cameras or be overridden on a per-camera basis. It will implement light culling and setup and describe a list of ScriptableRenderPass to execute in a frame. The renderer can be extended to support more effect with additional ScriptableRendererFeature. Resources for the renderer are serialized in ScriptableRendererData.

    The renderer resources are serialized in ScriptableRendererData. ScriptableRendererData ScriptableRendererFeature ScriptableRenderPass

    ScriptableRenderer.RenderingFeatures

    Configures the supported features for this renderer. When creating custom renderers for Universal Render Pipeline you can choose to opt-in or out for specific features.

    ScriptableRendererData

    Class ScriptableRendererData contains resources for a ScriptableRenderer. ScriptableRenderer

    ScriptableRendererData.DebugShaderResources

    Class contains references to shader resources used by Rendering Debugger.

    ScriptableRendererFeature

    You can add a ScriptableRendererFeature to the ScriptableRenderer. Use this scriptable renderer feature to inject render passes into the renderer.

    ScriptableRenderPass

    ScriptableRenderPass implements a logical rendering pass that can be used to extend Universal RP renderer.

    ShaderInput

    ShaderKeywordStrings

    ShaderUtils

    ShadowCaster2D

    Class ShadowCaster2D contains properties used for shadow casting

    ShadowCasterGroup2D

    ShadowsMidtonesHighlights

    ShadowUtils

    SplitToning

    StencilStateData

    Tonemapping

    TonemappingModeParameter

    UniversalAdditionalCameraData

    UniversalAdditionalLightData

    UniversalRenderer

    Default renderer for Universal RP. This renderer is supported on all Universal RP supported platforms. It uses a classic forward rendering strategy with per-object light culling.

    UniversalRendererData

    UniversalRendererData.ShaderResources

    UniversalRenderPipeline

    UniversalRenderPipelineAsset

    UniversalRenderPipelineEditorResources

    UniversalRenderPipelineEditorResources.MaterialResources

    UniversalRenderPipelineEditorResources.ShaderResources

    Vignette

    WhiteBalance

    XRSystemData

    XRSystemData.ShaderResources

    Structs

    CameraData

    Light2DBlendStyle

    Controls how the light texture is used when rendering Sprites and other 2D renderers.

    LightData

    PostProcessingData

    PreTile

    PunctualLightData

    RenderingData

    RenderTargetHandle

    ShaderInput.LightData

    ShadowData

    ShadowSliceData

    TileData

    Interfaces

    IDebugDisplaySettingsData

    IDebugDisplaySettingsPanel

    IDebugDisplaySettingsPanelDisposable

    IDebugDisplaySettingsQuery

    Interface for determining what kind of debug settings are currently active.

    IPostProcessComponent

    Enums

    AntialiasingMode

    Holds information about the post-processing anti-aliasing mode. When set to None no post-processing anti-aliasing pass will be performed. When set to Fast a fast approximated anti-aliasing pass will render when resolving the camera to screen. When set to SubpixelMorphologicalAntiAliasing SMAA pass will render when resolving the camera to screen. You can choose the SMAA quality by setting AntialiasingQuality

    AntialiasingQuality

    Controls SMAA anti-aliasing quality.

    CameraOverrideOption

    Holds information about whether to override certain camera rendering options from the render pipeline asset. When set to Off option will be disabled regardless of what is set on the pipeline asset. When set to On option will be enabled regardless of what is set on the pipeline asset. When set to UsePipelineSetting value set in the UniversalRenderPipelineAsset.

    CameraRenderType

    Holds information about the render type of a camera. Options are Base or Overlay. Base rendering type allows the camera to render to either the screen or to a texture. Overlay rendering type allows the camera to render on top of a previous camera output, thus compositing camera results.

    ClipType

    ColorGradingMode

    DebugFullScreenMode

    Debug mode for displaying intermediate render targets.

    DebugLightingFeatureFlags

    Debug mode that allows selective disabling of individual lighting components.

    DebugLightingMode

    Debug modes for lighting.

    DebugMaterialMode

    Debug material modes.

    DebugMaterialValidationMode

    Debug mode for validating out-of-range values of different material channels.

    DebugMipInfoMode

    Debug modes for texture mipmaps.

    DebugPostProcessingMode

    Mode that controls if post-processing is allowed.

    DebugSceneOverrideMode

    Debug mode that overrides how the renderer behaves.

    DebugValidationMode

    Debug modes for validating illegal output values.

    DebugVertexAttributeMode

    Debug mode for displaying vertex attributes interpolated from vertex to pixel shader.

    DecalScaleMode

    The scaling mode to apply to decals that use the Decal Projector.

    DepthOfFieldMode

    DepthPrimingMode

    When the Universal Renderer should use Depth Priming in Forward mode.

    Downsampling

    EndType

    FilmGrainLookup

    IntermediateTextureMode

    Controls when URP renders via an intermediate texture.

    JoinType

    Light2D.DeprecatedLightType

    Deprecated Light types that are no supported. Please migrate to either Freeform or Point lights.

    Light2D.LightType

    An enumeration of the types of light

    Light2D.NormalMapQuality

    The accuracy of how the normap map calculation.

    Light2D.OverlapOperation

    Determines how the final color is calculated when multiple lights overlap each other

    LightCookieFormat

    LightCookieResolution

    LightLayerEnum

    Light Layers.

    LightRenderingMode

    MixedLightingSetup

    MotionBlurMode

    MotionBlurQuality

    MsaaQuality

    PixelValidationChannels

    The channels used by DebugValidationMode.HighlightOutsideOfRange.

    PolyFillType

    PolyType

    RendererOverrideOption

    RendererType

    RenderingMode

    Rendering modes for Universal renderer.

    RenderPassEvent

    Controls when the render pass executes.

    SampleCount

    ScriptableRenderPassInput

    Input requirements for ScriptableRenderPass.

    ShaderPathID

    ShaderVariantLogLevel

    ShadowCaster2D.ComponentVersions

    ShadowQuality

    ShadowResolution

    StoreActionsOptimization

    Defines if Unity discards or stores the render targets of the DrawObjects Passes. Selecting the Store option significantly increases the memory bandwidth on mobile and tile-based GPUs.

    TonemappingMode

    VolumeFrameworkUpdateMode

    Defines the update frequency for the Volume Framework.

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