Class UniversalRenderingData
Contains the data for general renderer settings.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class UniversalRenderingData : ContextItem
Fields
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 CullingResults cullResults
Field Value
Type | Description |
---|---|
CullingResults |
perObjectData
Holds per-object data that are requested when drawing PerObjectData
Declaration
public PerObjectData perObjectData
Field Value
Type | Description |
---|---|
PerObjectData |
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 bool supportsDynamicBatching
Field Value
Type | Description |
---|---|
bool |
Properties
opaqueLayerMask
The layer mask set on the renderer to filter opaque objects.
Declaration
public LayerMask opaqueLayerMask { get; }
Property Value
Type | Description |
---|---|
LayerMask |
renderingMode
The Rendering mode used by the renderer in the current frame. Note that this may sometimes be different from what is set in the Renderer asset, for example when the hardware not capable of deferred rendering or when doing wireframe rendering.
Declaration
public RenderingMode renderingMode { get; }
Property Value
Type | Description |
---|---|
RenderingMode |
transparentLayerMask
The layer mask set on the renderer to filter transparent objects.
Declaration
public LayerMask transparentLayerMask { get; }
Property Value
Type | Description |
---|---|
LayerMask |
Methods
Reset()
Resets the object so it can be used as a new instance next time it is created. To avoid memory allocations and generating garbage, the system reuses objects. This function should clear the object so it can be reused without leaking any information (e.g. pointers to objects that will no longer be valid to access). So it is important the implementation carefully clears all relevant members. Note that this is different from a Dispose or Destructor as the object in not freed but reset. This can be useful when havin large sub-allocated objects like arrays or lists which can be cleared and reused without re-allocating.
Declaration
public override void Reset()