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
DebugDisplaySettingsLighting
Lighting-related Rendering Debugger settings.
DebugDisplaySettingsMaterial
Material-related Rendering Debugger settings.
DebugDisplaySettingsRendering
Rendering-related Rendering Debugger settings.
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
Class Renderer2DData
contains resources for a Renderer2D
.
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
UniversalRenderPipelineDebugDisplaySettings
UniversalRenderPipelineEditorResources
UniversalRenderPipelineEditorResources.MaterialResources
UniversalRenderPipelineEditorResources.ShaderResources
UniversalRenderPipelineVolumeDebugSettings
Volume debug settings.
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
ShaderInput.LightData
ShadowData
ShadowSliceData
TileData
Interfaces
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
CopyDepthMode
Defines if Unity will copy the depth that can be bound in shaders as _CameraDepthTexture after the opaques pass or after the transparents pass.
DebugDisplaySettingsMaterial.AlbedoDebugValidationPreset
Builtin presets for debug albedo validation.
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.
DebugWireframeMode
Debug wireframe modes.
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 normal 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.