class in UnityEngine.Experimental.Rendering
/
继承自:Object
切换到手册要附加到渲染通道的单个颜色或深度渲染表面的声明。
RenderPassAttachment 对象可以标识可与 RenderPass 结合使用的单个颜色或深度渲染表面。请注意,RenderPassAttachment 对象派生自 UnityEngine.Object,因此不会像正常 C# 对象一样进行垃圾收集。相反,它们仅在卸载场景或 Resources.UnloadUnusedAssets() 被调用时进行垃圾收集。因此,请勿针对每帧创建这些对象:相反,请在渲染类的构造函数中创建这些对象,然后针对每帧重复使用这些对象。
clearColor | 当前分配给此附件的清除颜色。默认为黑色。 |
clearDepth | 当前分配给此附件的深度清除值。默认值为 1.0。 |
clearStencil | 当前分配给此附件的模板清除值。默认值为 0。 |
format | 此附件的 RenderTextureFormat。 |
loadAction | 渲染通道启动时要在附件上使用的加载操作。 |
storeAction | 渲染通道结束时要与此附件结合使用的存储操作。仅当 BindSurface 或 BindResolveSurface 被调用时使用。 |
RenderPassAttachment | 创建要与渲染通道结合使用的 RenderPassAttachment。 |
BindResolveSurface | 当使用此附件的渲染通道结束时,将 MSAA 表面解析到给定目标。 |
BindSurface | 将此 RenderPassAttachment 绑定到给定目标表面。 |
Clear | 渲染通道启动时,将此附件清除为给定的颜色或深度/模板值(具体取决于附件格式)。将 loadAction 更改为 RenderBufferLoadAction.Clear。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回 GameObject 的名称。 |
Destroy | 删除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | 返回所有类型为 type 的已加载的激活对象的列表。 |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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