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    Class 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.

    Inheritance
    Object
    ScriptableRenderer
    UniversalRenderer
    Inherited Members
    ScriptableRenderer.SupportsCameraStackingType(CameraRenderType)
    ScriptableRenderer.profilingExecute
    ScriptableRenderer.SetCameraMatrices(CommandBuffer, CameraData, Boolean)
    ScriptableRenderer.cameraColorTargetHandle
    ScriptableRenderer.cameraDepthTargetHandle
    ScriptableRenderer.rendererFeatures
    ScriptableRenderer.activeRenderPassQueue
    ScriptableRenderer.supportedRenderingFeatures
    ScriptableRenderer.unsupportedGraphicsDeviceTypes
    ScriptableRenderer.k_CameraTarget
    ScriptableRenderer.Dispose()
    ScriptableRenderer.ConfigureCameraTarget(RTHandle, RTHandle)
    ScriptableRenderer.Execute(ScriptableRenderContext, RenderingData)
    ScriptableRenderer.EnqueuePass(ScriptableRenderPass)
    ScriptableRenderer.GetCameraClearFlag(CameraData)
    ScriptableRenderer.SetupRenderPasses(RenderingData)
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Object.ReferenceEquals(Object, Object)
    Object.ToString()
    Namespace: UnityEngine.Rendering.Universal
    Syntax
    public sealed class UniversalRenderer : ScriptableRenderer, IDisposable

    Constructors

    UniversalRenderer(UniversalRendererData)

    Declaration
    public UniversalRenderer(UniversalRendererData data)
    Parameters
    Type Name Description
    UniversalRendererData data

    Properties

    depthPrimingMode

    Property to control the depth priming behavior of the forward rendering path.

    Declaration
    public DepthPrimingMode depthPrimingMode { get; set; }
    Property Value
    Type Description
    DepthPrimingMode

    Methods

    Dispose(Boolean)

    Declaration
    protected override void Dispose(bool disposing)
    Parameters
    Type Name Description
    Boolean disposing
    Overrides
    ScriptableRenderer.Dispose(Boolean)

    FinishRendering(CommandBuffer)

    Called upon finishing rendering the camera stack. You can release any resources created by the renderer here.

    Declaration
    public override void FinishRendering(CommandBuffer cmd)
    Parameters
    Type Name Description
    CommandBuffer cmd
    Overrides
    ScriptableRenderer.FinishRendering(CommandBuffer)

    Setup(ScriptableRenderContext, ref RenderingData)

    Configures the render passes that will execute for this renderer. This method is called per-camera every frame.

    Declaration
    public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderContext context

    Use this render context to issue any draw commands during execution.

    RenderingData renderingData

    Current render state information.

    Overrides
    ScriptableRenderer.Setup(ScriptableRenderContext, ref RenderingData)
    See Also
    ScriptableRenderPass
    ScriptableRendererFeature

    SetupCullingParameters(ref ScriptableCullingParameters, ref CameraData)

    Override this method to configure the culling parameters for the renderer. You can use this to configure if lights should be culled per-object or the maximum shadow distance for example.

    Declaration
    public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData)
    Parameters
    Type Name Description
    ScriptableCullingParameters cullingParameters

    Use this to change culling parameters used by the render pipeline.

    CameraData cameraData

    Current render state information.

    Overrides
    ScriptableRenderer.SetupCullingParameters(ref ScriptableCullingParameters, ref CameraData)

    SetupLights(ScriptableRenderContext, ref RenderingData)

    Override this method to implement the lighting setup for the renderer. You can use this to compute and upload light CBUFFER for example.

    Declaration
    public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
    Parameters
    Type Name Description
    ScriptableRenderContext context

    Use this render context to issue any draw commands during execution.

    RenderingData renderingData

    Current render state information.

    Overrides
    ScriptableRenderer.SetupLights(ScriptableRenderContext, ref RenderingData)

    SupportedCameraStackingTypes()

    This setting controls if the camera editor should display the camera stack category. If your renderer is not supporting stacking this one should return 0. For the UI to show the Camera Stack widget this must support CameraRenderType.Base. CameraRenderType Returns the bitmask of the supported camera render types in the renderer's current state.

    Declaration
    public override int SupportedCameraStackingTypes()
    Returns
    Type Description
    Int32
    Overrides
    ScriptableRenderer.SupportedCameraStackingTypes()
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