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()
Declaration
public override void Reset()