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 |
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()
Overrides
SwitchActiveTexturesToBackbuffer()
Switch the active color and depth texture to the backbuffer. Once switched, isActiveTargetBackBuffer will return true. The activeColorTexture and activeDepthTexture will then return the backbuffer. This should be called after a render pass that blits/copies the cameraColor to the backbuffer is recorded in the render graph. The following passes will then automatically use the backbuffer as active color and depth. URP will not add the final blit pass if this method is called before that render pass.
Declaration
public void SwitchActiveTexturesToBackbuffer()