Class UniversalRenderPipeline
The main class for the Universal Render Pipeline (URP).
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public sealed class UniversalRenderPipeline : RenderPipeline
Constructors
Name | Description |
---|---|
UniversalRenderPipeline(UniversalRenderPipelineAsset) | Creates a new |
Fields
Name | Description |
---|---|
k_ShaderTagName | The shader tag used in the Universal Render Pipeline (URP) |
Properties
Name | Description |
---|---|
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. |
defaultSettings | The default Render Pipeline Global Settings. |
maxNumIterationsEnclosingSphere | The max number of iterations allowed calculating enclosing sphere. |
maxPerObjectLights | The max number of lights that can be shaded per object (in the for loop in the shader). |
maxRenderScale | The maximum value allowed for render scale. |
maxShadowBias | The maximum amount of bias allowed for shadows. |
maxVisibleAdditionalLights | The max number of additional lights that can can affect each GameObject. |
minRenderScale | The minimum value allowed for render scale. |
Methods
Name | Description |
---|---|
Dispose(bool) | |
GetLightAttenuationAndSpotDirection(LightType, float, Matrix4x4, float, float?, out Vector4, out Vector4) | Calculates the attenuation for a given light and also direction for spot lights. |
InitializeLightConstants_Common(NativeArray<VisibleLight>, int, out Vector4, out Vector4, out Vector4, out Vector4, out Vector4) | Initializes common light constants. |
IsGameCamera(Camera) | Checks if a camera is a game camera. |
IsRenderRequestSupported<RequestData>(Camera, RequestData) | Check whether RenderRequest is supported |
ProcessRenderRequests<RequestData>(ScriptableRenderContext, Camera, RequestData) | Process a render request |
Render(ScriptableRenderContext, List<Camera>) | |
Render(ScriptableRenderContext, Camera[]) | |
ToString() |