DrawingSettings 描述如何对已排序的可见对象进行排序 (sortingSettings) 以及使用哪些着色器通道 (shaderPassName)。
另请参阅:ScriptableRenderContext.DrawRenderers、ScriptableRenderContext.Cull、FilteringSettings。
maxShaderPasses | 在 1 次 DrawRenderers 调用中可渲染的最大通道数。 |
enableDynamicBatching | 控制是否启用动态批处理。 |
enableInstancing | 控制是否启用实例化。 |
mainLightIndex | 配置应将什么光源用作主光源。 |
overrideMaterial | 设置材质以用于将在此组中渲染的所有渲染器。 |
overrideMaterialPassIndex | 选择要使用哪个覆盖材质通道。 |
perObjectData | 要在渲染期间设置的每对象数据的类型。 |
sortingSettings | 如何在渲染期间对对象进行排序。 |
DrawingSettings | 创建绘制设置结构。 |
GetShaderPassName | 获取此绘制调用可渲染的着色器通道。 |
SetShaderPassName | 设置此绘制调用可渲染的着色器通道。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.