Class UniversalResourceData
Class that holds settings related to texture resources.
Inherited Members
Namespace: UnityEngine.Rendering.Universal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class UniversalResourceData : UniversalResourceDataBase
Properties
activeColorTexture
Returns the current active color target texture. To be referenced at RenderGraph pass recording time, not in passes render functions.
Declaration
public TextureHandle activeColorTexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle | Returns the active color texture between the front and back buffer. |
activeDepthTexture
Returns the current active color target texture. To be referenced at RenderGraph pass recording time, not in passes render functions.
Declaration
public TextureHandle activeDepthTexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle | TextureHandle |
additionalShadowsTexture
Additional shadow map.
Declaration
public TextureHandle additionalShadowsTexture { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
afterPostProcessColor
After Post Process Color. Stores the contents of the main color target after the post processing passes.
Declaration
public TextureHandle afterPostProcessColor { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
backBufferColor
The backbuffer color used to render directly to screen. All passes can write to it depending on frame setup.
Declaration
public TextureHandle backBufferColor { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
backBufferDepth
The backbuffer depth used to render directly to screen. All passes can write to it depending on frame setup.
Declaration
public TextureHandle backBufferDepth { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
cameraColor
Main offscreen camera color target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled.
Declaration
public TextureHandle cameraColor { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
cameraDepth
Main offscreen camera depth target. All passes can write to it depending on frame setup. Can hold multiple samples if MSAA is enabled.
Declaration
public TextureHandle cameraDepth { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
cameraDepthTexture
Camera depth texture. Contains the scene depth if the CopyDepth or Depth Prepass passes are executed.
Declaration
public TextureHandle cameraDepthTexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
cameraNormalsTexture
Camera normals texture. Contains the scene depth if the DepthNormals Prepass pass is executed.
Declaration
public TextureHandle cameraNormalsTexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
cameraOpaqueTexture
Camera opaque texture. Contains a copy of CameraColor if the CopyColor pass is executed.
Declaration
public TextureHandle cameraOpaqueTexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
dBuffer
DBuffer. Written to by the Decals pass.
Declaration
public TextureHandle[] dBuffer { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle[] |
dBufferDepth
DBufferDepth. Written to by the Decals pass.
Declaration
public TextureHandle dBufferDepth { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
gBuffer
GBuffer. Written to by the GBuffer pass.
Declaration
public TextureHandle[] gBuffer { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle[] |
internalColorLut
Internal Color LUT. Written to by the InternalLUT pass.
Declaration
public TextureHandle internalColorLut { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
isActiveTargetBackBuffer
True if the current active target is the backbuffer. To be referenced at RenderGraph pass recording time, not in passes render functions.
Declaration
public bool isActiveTargetBackBuffer { get; }
Property Value
Type | Description |
---|---|
bool | Returns true if the backbuffer is currently in use and false otherwise. |
mainShadowsTexture
Main shadow map.
Declaration
public TextureHandle mainShadowsTexture { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
motionVectorColor
Motion Vector Color. Written to by the Motion Vector passes.
Declaration
public TextureHandle motionVectorColor { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
motionVectorDepth
Motion Vector Depth. Written to by the Motion Vector passes.
Declaration
public TextureHandle motionVectorDepth { get; set; }
Property Value
Type | Description |
---|---|
TextureHandle |
overlayUITexture
Overlay UI Texture. The DrawScreenSpaceUI pass writes to this texture when rendering off-screen.
Declaration
public TextureHandle overlayUITexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
renderingLayersTexture
Rendering Layers Texture. Can be written to by the DrawOpaques pass or DepthNormals prepass based on settings.
Declaration
public TextureHandle renderingLayersTexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
ssaoTexture
Screen Space Ambient Occlusion texture. Written to by the SSAO pass.
Declaration
public TextureHandle ssaoTexture { get; }
Property Value
Type | Description |
---|---|
TextureHandle |
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()