Class UniversalRendererData
Class containing resources needed for the UniversalRenderer
.
Implements
Inherited Members
ScriptableObject.CreateInstance<T>()
Object.GetHashCode()
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
[Serializable]
[ExcludeFromPreset]
public class UniversalRendererData : ScriptableRendererData, ISerializationCallbackReceiver
Fields
Name | Description |
---|---|
postProcessData | Resources needed for Post Processing. |
shaders | Shader resources used in URP. |
xrSystemData | Shader resources needed in URP for XR. |
Properties
Name | Description |
---|---|
accurateGbufferNormals | Use Octahedron normal vector encoding for gbuffer normals. The overhead is negligible from desktop GPUs, while it should be avoided for mobile GPUs. |
copyDepthMode | Copy depth mode. |
defaultStencilState | The default stencil state settings. |
depthPrimingMode | Depth priming mode. |
intermediateTextureMode | Controls when URP renders via an intermediate texture. |
opaqueLayerMask | Use this to configure how to filter opaque objects. |
renderingMode | Rendering mode. |
shadowTransparentReceive | True if transparent objects receive shadows. |
transparentLayerMask | Use this to configure how to filter transparent objects. |
Methods
Name | Description |
---|---|
Create() | Creates the instance of the ScriptableRenderer. |
OnEnable() | This function is called when the object becomes enabled and active. |