Namespace Unity.Tiny.Rendering | Project Tiny Rendering | 0.24.0-preview.1
docs.unity3d.com
    Show / Hide Table of Contents

    Namespace Unity.Tiny.Rendering

    Classes

    AssignRenderGroups

    BGFXShaderHelper

    Culling

    DemoSpinnerSystem

    KeyControlsSystem

    MeshHelper

    MipMapHelper

    PrecompiledShaderDataExtention

    PreparePassesSystem

    ProjectionHelper

    RenderGraphBuilder

    RenderingGPUSystem

    ScreenToWorld

    ShaderType

    SubmitBlitters

    SubmitFrameSystem

    SubmitGizmos

    SubmitSimpleMesh

    SubmitStaticLitMeshChunked

    SubmitSystemGroup

    Component system group during which all rendering command queue building and submission happens. Updates inside the Presentation System Group.

    UpdateAutoMovingLightSystem

    UpdateBGFXLightSetups

    UpdateCameraMatricesSystem

    UpdateCameraZFarSystem

    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

    CameraAutoZFarFromWorldBounds

    CameraKeyControl

    CameraMask

    CameraMatrices

    CameraSettings2D

    CascadeData

    CascadeShadowmappedLight

    CascadeShadowmappedLightCache

    ChunkWorldBoundingSphere

    ChunkWorldBounds

    DemoSpinner

    DirectionalLight

    DynamicIndex

    DynamicLitVertex

    DynamicMeshData

    DynamicSimpleVertex

    ExternalBlitES3Shader

    Fog

    FragmentShaderBinData

    Frustum

    GizmoAutoMovingDirectionalLight

    GizmoBoundingSphere

    GizmoCamera

    GizmoDebugOverlayTexture

    GizmoLight

    GizmoNormalsAndTangents

    GizmoObjectBoundingBox

    GizmoTransform

    GizmoWireframe

    GizmoWorldBoundingBox

    Light

    LightFromCameraByKey

    LightingBGFX

    LightingRef

    LightingViewSpaceBGFX

    LightMatrices

    LightToLightingSetup

    LineShader

    LitMaterial

    LitMaterialBGFX

    LitMeshData

    Mesh structure (used for 3D cases) This is a blob asset, reference by the LitMeshRenderData component

    LitMeshRenderData

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

    LitMeshRenderer

    Component next to a MeshRenderer, indicating it is lit with the basic lit shader

    LitShader

    LitShader.MappedLight

    LitVertex

    Single vertex data used with a Lit Shader

    MainViewNodeTag

    MappedLightBGFX

    MeshBounds

    MeshRenderer

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

    ObjectBounds

    PrecompiledShader

    PrecompiledShaderData

    Shader data per shader language type

    RenderGroup

    RenderNode

    RenderNodeCubemap

    RenderNodePrimarySurface

    RenderNodeRef

    RenderNodeShadowMap

    RenderNodeTexture

    RenderOrder

    RenderPass

    RenderPassAutoSizeToNode

    RenderPassCascade

    RenderPassClearColorFromBorder

    RenderPassRect

    RenderPassRef

    RenderPassUpdateFromBlitterAutoAspect

    RenderPassUpdateFromCamera

    RenderPassUpdateFromCascade

    RenderPassUpdateFromLight

    RenderToPasses

    RenderToPassesEntry

    ScreenToWorldPassList

    ScreenToWorldRoot

    ShadowmappedLight

    ShadowMapShader

    ShadowMask

    SimpleMaterial

    SimpleMaterialBGFX

    SimpleMeshData

    Simple mesh data. (Use with Simple shader and 2D cases) This is a blob asset, reference by the SimpleMeshRenderData 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. Needs a MeshBounds next to it

    SimpleMeshRenderer

    Component next to a MeshRenderer, indicating it is unlit

    SimpleShader

    SimpleVertex

    Simple Vertex data used with a Simple Shader

    SortSpritesEntry

    SpotLight

    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

    Fog.Mode

    ProjectionMode

    RenderPassClear

    RenderPassFlags

    RenderPassSort

    RenderPassType

    ScreenToWorldId

    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023