This is the documentation for the Scripting APIs of this package.
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Unity.
Rendering. Universal -
Unity
Editor -
Base
Shader GUI - Fields
- Properties
-
Methods
-
Assign
New Shader To Material -
Do
Popup -
Draw
Advanced Options -
Draw
Base Properties -
Draw
Emission Properties -
Draw
Normal Area -
Draw
Queue Offset Field -
Draw
Surface Inputs -
Draw
Surface Options -
Draw
Tile Offset -
Fill
Additional Foldouts -
Find
Properties -
Find
Property -
On
GUI -
On
Open GUI -
Set
Material Keywords -
Setup
Material Blend Mode -
Shader
Properties GUI -
Texture
Color Props -
Two
Float Single Line
-
Assign
-
Base
Shader GUI. Blend Mode -
Base
Shader GUI. Expandable -
Base
Shader GUI. Queue Control -
Base
Shader GUI. Render Face -
Base
Shader GUI. Smoothness Source -
Base
Shader GUI. Styles -
Fields
-
Advanced
Label -
Surface
Inputs -
Surface
Options -
alpha
Clip Text -
alpha
Clip Threshold Text -
base
Map -
blend
Mode Names -
blending
Mode -
bump
Scale Not Supported -
cast
Shadow Text -
culling
Text -
documentation
Icon -
emission
Map -
fix
Normal Now -
normal
Map Text -
preserve
Specular Text -
queue
Control -
queue
Control Names -
queue
Slider -
receive
Shadow Text -
render
Face Names -
surface
Type -
surface
Type Names -
ztest
Names -
ztest
Text -
ztest
Values -
zwrite
Names -
zwrite
Text
-
Advanced
-
Fields
-
Base
Shader GUI. Surface Type -
Light
Explorer
-
Base
-
Unity
Editor. Rendering. Universal -
Autodesk
Interactive Upgrader -
Converter
Container Id -
Converter
Filter -
Converter
Id - Converters
-
Decal
Mesh Depth Bias Type -
Particle
Upgrader -
Post
Process Data Editor -
Reflection
Source -
Scriptable
Renderer Data Editor -
Scriptable
Renderer Feature Editor -
Smoothness
Source -
Specular
Source -
Standard
Upgrader -
Supported
Upgrade Params -
Terrain
Upgrader -
Universal
Addition Light Data Editor -
Universal
Render Pipeline Asset Editor -
Universal
Renderer Data Editor -
Upgrade
Blend Mode -
Upgrade
Params -
Upgrade
Surface Type
-
Autodesk
-
Unity
Editor. Rendering. Universal. Internal -
Unity
Editor. Rendering. Universal. Shader GUI -
Baked
Lit GUI -
Baked
Lit GUI. Baked Lit Properties -
Lit
GUI -
Lit
GUI. Lit Properties -
Lit
GUI. Smoothness Map Channel -
Lit
GUI. Styles -
Lit
GUI. Workflow Mode -
Particle
GUI -
Particle
GUI. Color Mode -
Particle
GUI. Particle Properties -
Particle
GUI. Styles -
Fields
-
Vertex
Streams -
camera
Fading Distance Text -
camera
Fading Enabled -
camera
Far Fade Distance Text -
camera
Near Fade Distance Text -
color
Mode -
distortion
Blend -
distortion
Enabled -
distortion
Strength -
flipbook
Mode -
soft
Particles Enabled -
soft
Particles Fade Text -
soft
Particles Far Fade Distance Text -
soft
Particles Near Fade Distance Text -
stream
Anim Blend Text -
stream
Anim Frame Text -
stream
Apply To All Systems Text -
stream
Color Instanced Text -
stream
Color Text -
stream
Normal Text -
stream
Position Text -
stream
Tangent Text -
stream
UV2Text -
stream
UVText -
undo
Apply Custom Vertex Streams -
vertex
Stream Icon
-
Vertex
-
Fields
-
Simple
Lit GUI -
Simple
Lit GUI. Simple Lit Properties -
Simple
Lit GUI. Smoothness Map Channel -
Simple
Lit GUI. Specular Source -
Simple
Lit GUI. Styles
-
Baked
-
Unity
Editor. Rendering. Universal. Shader Graph -
Unity
Engine. Experimental. Rendering. Universal -
Pixel
Perfect Camera -
Pixel
Perfect Camera. Crop Frame -
Pixel
Perfect Camera. Grid Snapping -
Pixel
Perfect Camera. Pixel Perfect Filter Mode -
Render
Objects -
Render
Objects. Custom Camera Settings -
Render
Objects. Filter Settings -
Render
Objects. Render Objects Settings -
Render
Objects. Render Objects Settings. Override Material Mode -
Render
Objects Pass -
Render
Queue Type
-
Pixel
-
Unity
Engine. Rendering -
Unity
Engine. Rendering. Universal -
Antialiasing
Mode -
Antialiasing
Quality - Bloom
-
Bloom
Downscale Mode -
Camera
Data -
Fields
-
allow
HDROutput - antialiasing
-
antialiasing
Quality -
background
Color -
base
Camera - camera
-
camera
Target Descriptor -
camera
Type -
capture
Actions -
clear
Depth -
default
Opaque Sort Flags -
is
Default Viewport -
is
Dithering Enabled -
is
Hdr Enabled -
is
Stop Na NEnabled -
max
Shadow Distance -
post
Process Enabled -
post
Processing Requires Depth Texture -
render
Scale -
render
Type - renderer
-
requires
Depth Texture -
requires
Opaque Texture -
resolve
Final Target -
target
Texture -
volume
Layer Mask -
volume
Trigger -
world
Space Camera Pos -
xr
Rendering
-
allow
- Properties
- Methods
-
Fields
-
Camera
Extensions -
Camera
Override Option -
Camera
Render Type -
Channel
Mixer -
Chromatic
Aberration -
Cinemachine
Universal Pixel Perfect -
Color
Adjustments -
Color
Curves -
Color
Grading Mode -
Color
Lookup -
Component
Utility -
Composite
Shadow Caster2D -
Copy
Depth Mode -
Debug
Display Settings Lighting -
Debug
Display Settings Material -
Debug
Display Settings Material. Albedo Debug Validation Preset -
Debug
Display Settings Rendering -
Debug
Display Settings Rendering. Taa Debug Mode -
Debug
Full Screen Mode -
Debug
Lighting Feature Flags -
Debug
Lighting Mode -
Debug
Material Mode -
Debug
Material Validation Mode -
Debug
Mip Info Mode -
Debug
Overdraw Mode -
Debug
Post Processing Mode -
Debug
Scene Override Mode -
Debug
Validation Mode -
Debug
Vertex Attribute Mode -
Debug
Wireframe Mode -
Decal
Projector -
Decal
Scale Mode -
Depth
Of Field -
Depth
Of Field Mode -
Depth
Of Field Mode Parameter -
Depth
Priming Mode -
Disallow
Multiple Renderer Feature - Downsampling
-
Downscale
Parameter -
Draw
Skybox Pass -
Film
Grain -
Film
Grain Lookup -
Film
Grain Lookup Parameter -
Frame
Resources - HDRACESPreset
-
HDRACESPreset
Parameter -
HDRColor
Buffer Precision -
HDRDebug
Mode -
Intermediate
Texture Mode -
LODCross
Fade Dithering Type -
Lens
Distortion -
Lift
Gamma Gain -
Light2D
-
Properties
-
blend
Style Index - color
-
falloff
Intensity - intensity
-
light
Cookie Sprite -
light
Order -
light
Type -
normal
Map Distance -
normal
Map Quality -
overlap
Operation -
point
Light Inner Angle -
point
Light Inner Radius -
point
Light Outer Angle -
point
Light Outer Radius -
render
Volumetric Shadows -
shadow
Intensity -
shadow
Softness -
shadow
Softness Falloff Intensity -
shadow
Volume Intensity -
shadows
Enabled -
shape
Light Falloff Size -
shape
Light Parametric Angle Offset -
shape
Light Parametric Radius -
shape
Light Parametric Sides -
shape
Path -
volume
Intensity -
volumetric
Enabled -
volumetric
Shadows Enabled
-
blend
- Methods
-
Properties
-
Light2D.
Deprecated Light Type -
Light2D.
Light Type -
Light2D.
Normal Map Quality -
Light2D.
Overlap Operation -
Light2DBlend
Style -
Light
Cookie Format -
Light
Cookie Resolution -
Light
Data -
Light
Extensions -
Light
Layer Enum -
Light
Probe System -
Light
Rendering Mode -
Mixed
Lighting Setup -
Motion
Blur -
Motion
Blur Mode -
Motion
Blur Mode Parameter -
Motion
Blur Quality -
Motion
Blur Quality Parameter -
Msaa
Quality -
Neutral
Range Reduction Mode -
Neutral
Range Reduction Mode Parameter -
Panini
Projection -
Pixel
Validation Channels -
Post
Process Data -
Post
Process Data. Shader Resources -
Post
Process Data. Texture Resources -
Post
Process Utils -
Post
Processing Data -
Pre
Tile -
Punctual
Light Data -
Render
Pass Event - Renderer2DData
-
Renderer
Type -
Rendering
Data -
Rendering
Mode -
Rendering
Utils -
Sample
Count -
Screen
Space Lens Flare -
Screen
Space Lens Flare Resolution -
Screen
Space Lens Flare Resolution Parameter -
Scriptable
Render Pass -
Scriptable
Render Pass Input -
Scriptable
Renderer -
Scriptable
Renderer. Rendering Features -
Scriptable
Renderer Data -
Scriptable
Renderer Data. Debug Shader Resources -
Scriptable
Renderer Data. Probe Volume Resources -
Scriptable
Renderer Feature -
Sh
Eval Mode -
Shader
Input -
Shader
Input. Light Data -
Shader
Keyword Strings -
Fields
-
Additional
Light Shadows -
Additional
Lights Pixel -
Additional
Lights Vertex -
Billboard
Face Camera Pos -
Blit
Single Slice -
Bloom
HQ -
Bloom
HQDirt -
Bloom
LQ -
Bloom
LQDirt -
Casting
Punctual Light Shadow -
Chromatic
Aberration -
DBuffer
MRT1 -
DBuffer
MRT2 -
DBuffer
MRT3 - DEBUG_DISPLAY
- DIRLIGHTMAP_COMBINED
- DOWNSAMPLING_SIZE_16
- DOWNSAMPLING_SIZE_2
- DOWNSAMPLING_SIZE_4
- DOWNSAMPLING_SIZE_8
- DYNAMICLIGHTMAP_ON
-
Decal
Layers -
Decal
Normal Blend High -
Decal
Normal Blend Low -
Decal
Normal Blend Medium -
Depth
Msaa2 -
Depth
Msaa4 -
Depth
Msaa8 -
Depth
No Msaa -
Disable
Texture2DXArray - Distortion
- Dithering
- EDITOR_VISUALIZATION
- EVALUATE_SH_MIXED
- EVALUATE_SH_VERTEX
-
Easu
Rcas And HDRInput -
Film
Grain -
Foveated
Rendering Non Uniform Raster - Fxaa
- Gamma20
-
Gamma20And
HDRInput - HDRGrading
-
High
Quality Sampling - LIGHTMAP_ON
- LOD_FADE_CROSSFADE
-
Light
Cookies -
Light
Layers -
Lightmap
Shadow Mixing -
Linear
To SRGBConversion -
Main
Light Shadow Cascades -
Main
Light Shadow Screen -
Main
Light Shadows -
Mixed
Lighting Subtractive -
Panini
Generic -
Panini
Unit Distance -
Point
Sampling -
Probe
Volume L1 -
Probe
Volume L2 - Rcas
-
Reflection
Probe Blending -
Reflection
Probe Box Projection -
Render
Pass Enabled - SCREEN_COORD_OVERRIDE
-
Screen
Space Occlusion -
Shadows
Shadow Mask -
Smaa
High -
Smaa
Low -
Smaa
Medium -
Soft
Shadows -
Soft
Shadows High -
Soft
Shadows Low -
Soft
Shadows Medium -
Tonemap
ACES -
Tonemap
Neutral - USE_UNITY_CROSSFADE
-
Use
RGBM -
Write
Rendering Layers -
XROcclusion
Mesh Combined - _ALPHAMODULATE_ON
- _ALPHAPREMULTIPLY_ON
- _ALPHATEST_ON
- _CLEARCOAT
- _CLEARCOATMAP
- _DEFERRED_FIRST_LIGHT
- _DEFERRED_MAIN_LIGHT
- _DEFERRED_MIXED_LIGHTING
- _DEFERRED_STENCIL
- _DETAIL_MULX2
- _DETAIL_SCALED
- _DIRECTIONAL
- _EMISSION
- _GBUFFER_NORMALS_OCT
- _NORMALMAP
- _POINT
- _RECEIVE_SHADOWS_OFF
- _SPOT
- _SURFACE_TYPE_TRANSPARENT
-
Additional
-
Fields
-
Shader
Path ID -
Shader
Utils -
Shadow
Caster2D -
Shadow
Caster2D. Shadow Casting Options -
Shadow
Caster Group2D -
Shadow
Data -
Fields
-
additional
Lights Shadowmap Height -
additional
Lights Shadowmap Width - bias
-
main
Light Shadow Cascade Border -
main
Light Shadow Cascades Count -
main
Light Shadow Cascades Split -
main
Light Shadowmap Height -
main
Light Shadowmap Width - resolution
-
shadowmap
Depth Buffer Bits -
supports
Additional Light Shadows -
supports
Main Light Shadows -
supports
Soft Shadows
-
additional
-
Fields
-
Shadow
Quality -
Shadow
Resolution -
Shadow
Shape2D -
Shadow
Shape2D. Outline Topology -
Shadow
Shape2D. Winding Order -
Shadow
Shape2DProvider -
Shadow
Slice Data -
Shadow
Utils -
Shadows
Midtones Highlights -
Soft
Shadow Quality -
Split
Toning -
Stencil
State Data -
Store
Actions Optimization -
Tile
Data - Tonemapping
-
Tonemapping
Mode -
Tonemapping
Mode Parameter -
Universal
Additional Camera Data -
Properties
-
allow
HDROutput -
allow
XRRendering - antialiasing
-
antialiasing
Quality -
camera
Stack -
clear
Depth - dithering
-
render
Post Processing -
render
Shadows -
render
Type -
requires
Color Option -
requires
Color Texture -
requires
Depth Option -
requires
Depth Texture -
requires
Volume Framework Update -
reset
History -
screen
Coord Scale Bias -
screen
Size Override -
scriptable
Renderer -
stop
Na N -
use
Screen Coord Override - version
-
volume
Layer Mask -
volume
Stack -
volume
Trigger
-
allow
- Methods
-
Properties
-
Universal
Additional Light Data -
Universal
Render Pipeline -
Universal
Render Pipeline. Single Camera Request -
Universal
Render Pipeline Asset - Fields
-
Properties
-
additional
Lights Rendering Mode -
additional
Lights Shadow Resolution Tier High -
additional
Lights Shadow Resolution Tier Low -
additional
Lights Shadow Resolution Tier Medium -
additional
Lights Shadowmap Resolution -
autodesk
Interactive Masked Shader -
autodesk
Interactive Shader -
autodesk
Interactive Transparent Shader - cascade2Split
- cascade3Split
- cascade4Split
-
cascade
Border -
color
Grading Lut Size -
color
Grading Mode -
conservative
Enclosing Sphere -
decal
Material -
default2DMask
Material - default2DMaterial
-
default
Line Material -
default
Material -
default
Particle Material -
default
Shader -
default
Speed Tree7Shader -
default
Speed Tree8Shader -
default
Terrain Material -
default
UIETC1Supported Material -
default
UIMaterial -
default
UIOverdraw Material -
enable
LODCross Fade -
enable
Render Graph -
fsr
Override Sharpness -
fsr
Sharpness -
hdr
Color Buffer Precision -
light
Probe System -
lod
Cross Fade Dithering Type -
main
Light Rendering Mode -
main
Light Shadowmap Resolution -
max
Additional Lights Count -
msaa
Sample Count -
num
Iterations Enclosing Sphere -
opaque
Downsampling -
prefixed
Rendering Layer Mask Names -
probe
Volume Memory Budget -
probe
Volume SHBands -
reflection
Probe Blending -
reflection
Probe Box Projection -
render
Pipeline Shader Tag -
render
Scale -
rendering
Layer Mask Names -
scriptable
Renderer -
sh
Eval Mode -
shadow
Cascade Count -
shadow
Depth Bias -
shadow
Distance -
shadow
Normal Bias -
store
Actions Optimization -
support
Data Driven Lens Flare -
support
Probe Volume Streaming -
support
Screen Space Lens Flare -
supports
Additional Light Shadows -
supports
Camera Depth Texture -
supports
Camera Opaque Texture -
supports
Dynamic Batching -
supports
HDR -
supports
Light Cookies -
supports
Main Light Shadows -
supports
Mixed Lighting -
supports
Soft Shadows -
supports
Terrain Holes -
terrain
Detail Grass Billboard Shader -
terrain
Detail Grass Shader -
terrain
Detail Lit Shader - textures
-
upscaling
Filter -
use
Adaptive Performance -
use
Fast SRGBLinear Conversion -
use
Rendering Layers -
use
SRPBatcher -
volume
Framework Update Mode
-
additional
- Methods
-
Universal
Render Pipeline Asset. Texture Resources -
Universal
Render Pipeline Debug Display Settings -
Universal
Render Pipeline Editor Resources -
Universal
Render Pipeline Editor Resources. Material Resources -
Universal
Render Pipeline Editor Resources. Shader Resources -
Universal
Render Pipeline Volume Debug Settings -
Universal
Renderer -
Universal
Renderer Data -
Universal
Renderer Data. Shader Resources -
Universal
Resource -
Upscaling
Filter Selection - Vignette
-
Volume
Framework Update Mode -
White
Balance -
XROcclusion
Mesh Pass -
XRSystem
Data -
XRSystem
Data. Shader Resources
-
Antialiasing
-
Unity
Engine. Rendering. Universal. Internal