Namespace UnityEngine.Rendering.Universal
Classes
Bloom
A volume component that holds settings for the Bloom effect.
CameraExtensions
Contains extension methods for Camera class.
ChannelMixer
A volume component that holds settings for the Channel Mixer effect.
ChromaticAberration
A volume component that holds settings for the Chromatic Aberration effect.
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
A volume component that holds settings for the Color Adjustments effect.
ColorCurves
A volume component that holds settings for the Color Adjustments effect.
ColorLookup
A volume component that holds settings for the color lookup effect.
ComponentUtility
Utility class for component checks.
CompositeShadowCaster2D
Class for 2D composite shadow casters.
DebugDisplaySettingsLighting
Lighting-related Rendering Debugger settings.
DebugDisplaySettingsMaterial
Material-related Rendering Debugger settings.
DebugDisplaySettingsRendering
Rendering-related Rendering Debugger settings.
DecalProjector
Decal Projector component.
DepthOfField
A volume component that holds settings for the Depth Of Field effect.
DepthOfFieldModeParameter
A UnityEngine.Rendering.VolumeParameter that holds a DepthOfFieldMode value.
DisallowMultipleRendererFeature
Prevents ScriptableRendererFeatures
of same type to be added more than once to a Scriptable Renderer.
DownscaleParameter
A UnityEngine.Rendering.VolumeParameter that holds a BloomDownscaleMode value.
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
A volume component that holds settings for the Film Grain effect.
FilmGrainLookupParameter
A UnityEngine.Rendering.VolumeParameter that holds a FilmGrainLookup value.
HDRACESPresetParameter
A UnityEngine.Rendering.VolumeParameter that contains a HDRACESPreset value.
LensDistortion
A volume component that holds settings for the Lens Distortion effect.
LiftGammaGain
A volume component that holds settings for the Split Toning effect.
Light2D
Class Light2D
is a 2D light which can be used with the 2D Renderer.
LightExtensions
Contains extension methods for Light class.
MotionBlur
A volume component that holds settings for the motion blur effect.
MotionBlurModeParameter
A UnityEngine.Rendering.VolumeParameter that holds a MotionBlurMode value.
MotionBlurQualityParameter
A UnityEngine.Rendering.VolumeParameter that holds a MotionBlurQuality value.
NeutralRangeReductionModeParameter
A UnityEngine.Rendering.VolumeParameter that contains a NeutralRangeReductionMode value.
PaniniProjection
A volume component that holds settings for the Panini Projection effect.
PostProcessData
Class containing shader and texture resources needed for Post Processing in URP.
PostProcessData.ShaderResources
Class containing shader resources used for Post Processing in URP.
PostProcessData.TextureResources
Class containing texture resources used for Post Processing in URP.
PostProcessUtils
Utility class for post processing effects.
Renderer2DData
Class Renderer2DData
contains resources for a Renderer2D
.
RenderingUtils
Contains properties and helper functions that you can use when rendering.
ScriptableRenderPass
ScriptableRenderPass
implements a logical rendering pass that can be used to extend Universal RP renderer.
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.
ShaderInput
Contains structs used for shader input.
ShaderKeywordStrings
Container class for keywords used in URP shaders.
ShaderUtils
Various utility functions for shaders in URP.
ShadowCaster2D
Class ShadowCaster2D
contains properties used for shadow casting
ShadowCasterGroup2D
Class for 2D shadow caster groups.
ShadowUtils
Various utility functions used for shadows.
ShadowsMidtonesHighlights
A volume component that holds settings for the Shadows, Midtones, Highlights effect.
SplitToning
A volume component that holds settings for the Split Toning effect.
StencilStateData
Container class for stencil rendering settings.
TemporalAA
Temporal anti-aliasing.
Tonemapping
A volume component that holds settings for the tonemapping effect.
TonemappingModeParameter
A UnityEngine.Rendering.VolumeParameter that holds a TonemappingMode value.
UniversalAdditionalCameraData
Class containing various additional camera data used by URP.
UniversalAdditionalLightData
Class containing various additional light data used by URP.
UniversalRenderPipeline
The main class for the Universal Render Pipeline (URP).
UniversalRenderPipeline.SingleCameraRequest
Data structure describing the data for a specific render request
UniversalRenderPipelineAsset
The asset that contains the URP setting. You can use this asset as a graphics quality level.
UniversalRenderPipelineAsset.TextureResources
Class containing texture resources used in URP.
UniversalRenderPipelineDebugDisplaySettings
Class for the rendering debugger settings.
UniversalRenderPipelineEditorResources
Class containing shader and texture resources needed in URP.
UniversalRenderPipelineEditorResources.MaterialResources
Class containing material resources used in URP.
UniversalRenderPipelineEditorResources.ShaderResources
Class containing shader resources used in URP.
UniversalRenderPipelineVolumeDebugSettings
Volume debug settings.
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
Class containing resources needed for the UniversalRenderer
.
UniversalRendererData.ShaderResources
Class containing shader resources used in URP.
Vignette
A volume component that holds settings for the Vignette effect.
WhiteBalance
A volume component that holds settings for the White Balance effect.
XROcclusionMeshPass
Draw the XR occlusion mesh into the current depth buffer when XR is enabled.
XRSystemData
Class containing shader resources needed in URP for XR.
XRSystemData.ShaderResources
Class containing shader resources used in URP for XR.
Structs
CameraData
Struct that holds settings related to camera.
Light2DBlendStyle
Controls how the light texture is used when rendering Sprites and other 2D renderers.
LightData
Struct that holds settings related to lights.
PostProcessingData
Settings used for Post Processing.
PreTile
Precomputed tile data. Tile left, right, bottom and top plane equations in view space. Normals are pointing out.
PunctualLightData
The point/spot light data passed to the deferred shaders.
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.
ShaderInput.LightData
Container struct for various data used for lights in URP.
ShadowData
Container struct for various data used for shadows in URP.
ShadowSliceData
Struct container for shadow slice data.
TemporalAA.Settings
Temporal anti-aliasing settings.
TileData
The tile data passed to the deferred shaders.
Interfaces
IPostProcessComponent
Implement this interface on every post process volumes
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 SubpixelMorphologicalAntiAliasing
SMAA anti-aliasing quality.
BloomDownscaleMode
This controls the size of the bloom texture.
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
Options for clip types.
ColorGradingMode
Options for selecting Color Grading modes, Low Dynamic Range (LDR) or High Dynamic Range (HDR)
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.
DebugDisplaySettingsRendering.TaaDebugMode
Current Temporal Anti-aliasing debug mode.
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.
DebugOverdrawMode
Debug mode of the overdraw
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
Focusing modes for the depth of field effect.
DepthPrimingMode
When the Universal Renderer should use Depth Priming in Forward mode.
Downsampling
Options for selecting downsampling.
EndType
Options for end types.
FilmGrainLookup
Presets for the FilmGrain effect.
HDRACESPreset
Preset used when selecting ACES tonemapping for HDR displays.
HDRColorBufferPrecision
The default color buffer format in HDR (only). Affects camera rendering and postprocessing color buffers.
HDRDebugMode
HDR debug mode.
IntermediateTextureMode
Controls when URP renders via an intermediate texture.
JoinType
Options for join types.
LODCrossFadeDitheringType
Type of the LOD cross-fade.
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
Options for selecting the format for the Light Cookie atlas texture for additional lights (point, spot). Low precision saves memory and bandwidth.
LightCookieResolution
This controls the size of the Light Cookie atlas texture for additional lights (point, spot).
LightLayerEnum
Light Layers.
LightRenderingMode
Options for light rendering mode.
MixedLightingSetup
Options for mixed lighting setup.
MotionBlurMode
Option to control motion blur Mode.
MotionBlurQuality
Options to control the quality the motion blur effect.
MsaaQuality
Options for setting MSAA Quality. This defines how many samples URP computes per pixel for evaluating the effect.
NeutralRangeReductionMode
Available options for when HDR Output is enabled and Tonemap is set to Neutral.
PixelValidationChannels
The channels used by DebugValidationMode.HighlightOutsideOfRange.
PolyFillType
Options for polygon filling types.
PolyType
Options for polygon types.
RenderPassEvent
Controls when the render pass executes.
RendererOverrideOption
Options to control the renderer override. This enum is no longer in use.
RendererType
Options to select the type of Renderer to use.
RenderingMode
Rendering modes for Universal renderer.
SampleCount
Options for Sample Count.
ScriptableRenderPassInput
Input requirements for ScriptableRenderPass
.
ShEvalMode
The type of Spherical Harmonics lighting evaluation in a shader.
ShaderPathID
Options to get a shader path to URP shaders when calling ShaderUtils.GetShaderGUID(); ShaderUtils.
ShadowCaster2D.ComponentVersions
Enum used for different component versions.
ShadowQuality
The elements in this enum define how Unity renders shadows.
ShadowResolution
This controls the size of the shadow map texture.
SoftShadowQuality
Softness quality of soft shadows. Higher means better quality, but lower performance.
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.
TemporalAAQuality
Temporal Anti-aliasing quality setting.
TonemappingMode
Options to select a tonemapping algorithm to use for color grading.
UpscalingFilterSelection
Defines the upscaling filter selected by the user the universal render pipeline asset.
VolumeFrameworkUpdateMode
Defines the update frequency for the Volume Framework.