Enum UniversalResource
Enumerates the identifiers to use with the FrameResource manager to get/set URP frame resources.
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public enum UniversalResource
Fields
| Name | Description |
|---|---|
| AdditionalShadowsTexture | Additional shadow map. |
| AfterPostProcessColor | After Post Process Color. Stores the contents of the main color target after the post processing passes. |
| BackBufferColor | The backbuffer color used to render directly to screen. All passes can write to it depending on frame setup. |
| BackBufferDepth | The backbuffer depth used to render directly to screen. All passes can write to it depending on frame setup. |
| CameraColor | Main offscreen camera color target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled. |
| CameraDepth | Main offscreen camera depth target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled. |
| CameraDepthTexture | Camera depth texture. Contains the scene depth if the CopyDepth or Depth Prepass passes are executed. |
| CameraNormalsTexture | Camera normals texture. Contains the scene depth if the DepthNormals Prepass pass is executed. |
| CameraOpaqueTexture | Camera opaque texture. Contains a copy of CameraColor if the CopyColor pass is executed. |
| DBuffer0 | DBuffer0. Written to by the Decals pass. |
| DBuffer1 | DBuffer1. Written to by the Decals pass. |
| DBuffer2 | DBuffer2. Written to by the Decals pass. |
| DBufferDepth | DBufferDepth. Written to by the Decals pass. |
| GBuffer0 | GBuffer0. Written to by the GBuffer pass. |
| GBuffer1 | GBuffer1. Written to by the GBuffer pass. |
| GBuffer2 | GBuffer2. Written to by the GBuffer pass. |
| GBuffer3 | GBuffer3. Written to by the GBuffer pass. |
| GBuffer4 | GBuffer4. Written to by the GBuffer pass. |
| InternalColorLut | Internal Color LUT. Written to by the InternalLUT pass. |
| MainShadowsTexture | Main shadow map. |
| MotionVectorColor | Motion Vector Color. Written to by the Motion Vector passes. |
| MotionVectorDepth | Motion Vector Depth. Written to by the Motion Vector passes. |
| OverlayUITexture | Overlay UI Texture. The DrawScreenSpaceUI pass writes to this texture when rendering off-screen. |
| RenderingLayersTexture | Rendering Layers Texture. Can be written to by the DrawOpaques pass or DepthNormals prepass based on settings. |