Namespace Unity.Tiny.Rendering | Project Tiny Rendering | 0.20.0-preview.3
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    Namespace Unity.Tiny.Rendering

    Classes

    AssignRenderGroups

    BGFXShaderHelper

    Culling

    DemoSpinnerSystem

    KeyControlsSystem

    MeshHelper

    MipMapHelper

    PrecompiledShaderDataExtention

    PreparePassesSystem

    ProjectionHelper

    RenderGraphBuilder

    RenderingGPUSystem

    SubmitBlitters

    SubmitFrameSystem

    SubmitGizmos

    SubmitSimpleLitMeshChunked

    SubmitSimpleMesh

    SubmitSystemGroup

    UpdateAutoMovingLightSystem

    UpdateBGFXLightSetups

    UpdateCameraMatricesSystem

    UpdateLightMatricesSystem

    UpdateWorldBoundsSystem

    Structs

    AmbientLight

    Ambient light. To add next to entity with a Light component on it. The ambient light color and intensity must be set in the Light Component.

    AutoMovingDirectionalLight

    BlitRenderer

    BlitShader

    BuildGroup

    Camera

    CameraAutoAspectFromDisplay

    CameraKeyControl

    CameraMask

    CameraMatrices

    ChunkWorldBoundingSphere

    ChunkWorldBounds

    DemoSpinner

    DirectionalLight

    DynamicMaterial

    ExternalBlitES3Shader

    FragmentShaderBinData

    Frustum

    GizmoBoundingSphere

    GizmoLight

    GizmoNormalsAndTangents

    GizmoObjectBoundingBox

    GizmoTransform

    GizmoWireframe

    GizmoWorldBoundingBox

    Light

    LightFromCameraByKey

    LightingBGFX

    LightingRef

    LightingViewSpaceBGFX

    LightMatrices

    LightToBGFXLightingSetup

    LineShader

    LitMaterial

    LitMaterialBGFX

    LitMeshData

    Mesh structure (used for 3D cases)

    LitMeshReference

    Component containing a reference to a lit mesh to add next to a MeshRenderer Component

    LitMeshRenderData

    Blob asset component to add next to a mesh entity containg all mesh data to work with a lit shader.

    LitShader

    LitShader.MappedLight

    LitVertex

    Single vertex data used with a Lit Shader

    MainViewNodeTag

    MappedLightBGFX

    MeshRenderer

    Mesh renderer component containing a reference to a material to render with and submesh information

    ObjectBoundingSphere

    ObjectBounds

    PrecompiledShaderData

    Shader data per shader language type

    PrecompiledShaders

    PrecompiledShaders contains reference to entities for each supported shader type To add next to a singleton entity

    RenderGroup

    RenderNode

    RenderNodeCubemap

    RenderNodePrimarySurface

    RenderNodeRef

    RenderNodeShadowMap

    RenderNodeTexture

    RenderOrder

    RenderPass

    RenderPassAutoSizeToNode

    RenderPassRect

    RenderPassRef

    RenderPassUpdateFromCamera

    RenderPassUpdateFromLight

    RenderToPasses

    RenderToPassesEntry

    ShadowmappedLight

    ShadowMapShader

    ShadowMask

    SimpleMaterial

    SimpleMaterialBGFX

    SimpleMeshData

    Simple mesh data. (Use with Simple shader and 2D cases)

    SimpleMeshReference

    Component containing a reference to an unlit mesh to add next to a MeshRenderer Component

    SimpleMeshRenderData

    Blob asset component to add next to a mesh entity containing only vertex positions, colors and texture coordinates to work with a simple shader.

    SimpleShader

    SimpleVertex

    Simple Vertex data used with a Simple Shader

    SortSpritesEntry

    SpotLight

    UpdateBGFXMaterialTag

    VertexShaderBinData

    Blob asset reference for each vertex and fragment shaders. To add next to each shader type

    WorldBoundingSphere

    WorldBounds

    ZOnlyShader

    Enums

    CameraClearFlags

    List of options for clearing a camera's viewport before rendering. Used by the Camera2D component.

    Culling.CullingResult

    ProjectionMode

    RenderPassClear

    RenderPassSort

    RenderPassType

    ShaderType

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