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. |
DebugScreenColor | Color output of post-process passes (uberPost and finalPost) when HDR debug views are enabled. It replaces the backbuffer color as standard output because the later cannot be sampled back (or may not be in HDR format). If used, DebugHandler will perform the blit from DebugScreenTexture to BackBufferColor. |
DebugScreenDepth | Depth output of post-process passes (uberPost and finalPost) when HDR debug views are enabled. It replaces the backbuffer depth as standard output because the later cannot be sampled back. |
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. |
GBuffer5 | GBuffer5. Written to by the GBuffer pass. |
GBuffer6 | GBuffer6. 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. |
SSAOTexture | Screen Space Ambient Occlusion texture. Written to by the SSAO pass. |