Class UniversalRenderPipeline
  
  
  
    Inheritance
    
    
    UniversalRenderPipeline
   
  
  
  Assembly: Unity.RenderPipelines.Universal.Runtime.dll
  Syntax
  
    public sealed class UniversalRenderPipeline : RenderPipeline
   
  Constructors
  
  UniversalRenderPipeline(UniversalRenderPipelineAsset)
  
  
  Declaration
  
    public UniversalRenderPipeline(UniversalRenderPipelineAsset asset)
   
  Parameters
  
  Fields
  k_ShaderTagName
  
  
  Declaration
  
    public const string k_ShaderTagName = "UniversalPipeline"
   
  Field Value
  
  Properties
  
  asset
  Returns the current render pipeline asset for the current quality setting.
If no render pipeline asset is assigned in QualitySettings, then returns the one assigned in GraphicsSettings.
Declaration
  
    public static UniversalRenderPipelineAsset asset { get; }
   
  Property Value
  
  
  defaultSettings
  
  
  Declaration
  
    public override RenderPipelineGlobalSettings defaultSettings { get; }
   
  Property Value
  
  Overrides
  UnityEngine.Rendering.RenderPipeline.defaultSettings
  
  maxPerObjectLights
  
  
  Declaration
  
    public static int maxPerObjectLights { get; }
   
  Property Value
  
  
  maxRenderScale
  
  
  Declaration
  
    public static float maxRenderScale { get; }
   
  Property Value
  
  
  maxShadowBias
  
  
  Declaration
  
    public static float maxShadowBias { get; }
   
  Property Value
  
  
  maxVisibleAdditionalLights
  
  
  Declaration
  
    public static int maxVisibleAdditionalLights { get; }
   
  Property Value
  
  
  minRenderScale
  
  
  Declaration
  
    public static float minRenderScale { get; }
   
  Property Value
  
  Methods
  
  Dispose(bool)
  
  
  Declaration
  
    protected override void Dispose(bool disposing)
   
  Parameters
  
    
      
        | Type | Name | Description | 
    
    
      
        | bool | disposing |  | 
    
  
  Overrides
  
  
  GetLightAttenuationAndSpotDirection(LightType, float, Matrix4x4, float, float?, out Vector4, out Vector4)
  
  
  Declaration
  
    public static void GetLightAttenuationAndSpotDirection(LightType lightType, float lightRange, Matrix4x4 lightLocalToWorldMatrix, float spotAngle, float? innerSpotAngle, out Vector4 lightAttenuation, out Vector4 lightSpotDir)
   
  Parameters
  
  
  InitializeLightConstants_Common(NativeArray<VisibleLight>, int, out Vector4, out Vector4, out Vector4, out Vector4, out Vector4)
  
  
  Declaration
  
    public static void InitializeLightConstants_Common(NativeArray<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel)
   
  Parameters
  
  
  IsGameCamera(Camera)
  Checks if a camera is a game camera.
Declaration
  
    public static bool IsGameCamera(Camera camera)
   
  Parameters
  
    
      
        | Type | Name | Description | 
    
    
      
        | Camera | camera | Camera to check state from. | 
    
  
  Returns
  
    
      
        | Type | Description | 
    
    
      
        | bool | true if given camera is a game camera, false otherwise. | 
    
  
  
  Render(ScriptableRenderContext, List<Camera>)
  
  
  Declaration
  
    protected override void Render(ScriptableRenderContext renderContext, List<Camera> cameras)
   
  Parameters
  
  Overrides
  
  
  Render(ScriptableRenderContext, Camera[])
  
  
  Declaration
  
    protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
   
  Parameters
  
  Overrides
  
  
  RenderSingleCamera(ScriptableRenderContext, Camera)
  Standalone camera rendering. Use this to render procedural cameras.
This method doesn't call BeginCameraRendering and EndCameraRendering callbacks.
Declaration
  
    public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
   
  Parameters
  
  See Also
  
  
  ToString()
  
  
  Declaration
  
    public override string ToString()
   
  Returns
  
  Overrides