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.
Implements
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public sealed class UniversalRenderer : ScriptableRenderer, IDisposable
Constructors
Name | Description |
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UniversalRenderer(UniversalRendererData) | Constructor for the Universal Renderer. |
Properties
Name | Description |
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activeColorTexture | Returns the current active color target texture. To be referenced at RenderGraph pass recording time, not in passes render functions. |
activeDepthTexture | Returns the current active depth target texture. To be referenced at RenderGraph pass recording time, not in passes render functions. |
depthPrimingMode | Property to control the depth priming behavior of the forward rendering path. |
isActiveTargetBackBuffer | True if the current active target is the backbuffer. To be referenced at RenderGraph pass recording time, not in passes render functions. |
Methods
Name | Description |
---|---|
CreateRenderGraphTexture(RenderGraph, RenderTextureDescriptor, string, bool, FilterMode, TextureWrapMode) | Utility method to convert RenderTextureDescriptor to TextureHandle and create a RenderGraph texture |
Dispose(bool) | Called by Dispose(). Override this function to clean up resources in your renderer. Be sure to call this base dispose in your overridden function to free resources allocated by the base. |
FinishRendering(CommandBuffer) | Called upon finishing rendering the camera stack. You can release any resources created by the renderer here. |
Setup(ScriptableRenderContext, ref RenderingData) | Configures the render passes that will execute for this renderer. This method is called per-camera every frame. |
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. |
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. |
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 |