Struct RenderingData
Struct that flattens several rendering settings used to render a camera stack.
URP builds the RenderingData
settings from several places, including the pipeline asset, camera and light settings.
The settings also might vary on different platforms and depending on if Adaptive Performance is used.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public struct RenderingData
Fields
cameraData
Holds several rendering settings related to camera. CameraData
Declaration
public CameraData cameraData
Field Value
Type | Description |
---|---|
CameraData |
lightData
Holds several rendering settings related to lights. LightData
Declaration
public LightData lightData
Field Value
Type | Description |
---|---|
LightData |
postProcessingData
Holds several rendering settings and resources related to the integrated post-processing stack. PostProcessData
Declaration
public PostProcessingData postProcessingData
Field Value
Type | Description |
---|---|
PostProcessingData |
shadowData
Holds several rendering settings related to shadows. ShadowData
Declaration
public ShadowData shadowData
Field Value
Type | Description |
---|---|
ShadowData |
Properties
cullResults
Returns culling results that exposes handles to visible objects, lights and probes.
You can use this to draw objects with ScriptableRenderContext.DrawRenderers
CullingResults
ScriptableRenderContext
Declaration
public ref CullingResults cullResults { get; }
Property Value
Type | Description |
---|---|
CullingResults |
perObjectData
Holds per-object data that are requested when drawing PerObjectData
Declaration
public ref PerObjectData perObjectData { get; }
Property Value
Type | Description |
---|---|
PerObjectData |
postProcessingEnabled
True if post-processing effect is enabled while rendering the camera stack.
Declaration
public ref bool postProcessingEnabled { get; }
Property Value
Type | Description |
---|---|
bool |
supportsDynamicBatching
True if the pipeline supports dynamic batching. This settings doesn't apply when drawing shadow casters. Dynamic batching is always disabled when drawing shadow casters.
Declaration
public ref bool supportsDynamicBatching { get; }
Property Value
Type | Description |
---|---|
bool |