要附加到渲染通道的单个颜色或深度渲染表面的声明。
AttachmentDescriptor 对象标识可用于 RenderPass 的单个颜色或深度渲染表面。请注意,AttachmentDescriptor 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 | 附件的格式。 |
graphicsFormat | 附件的 GraphicsFormat。用于取代格式。 |
loadAction | 渲染通道启动时要在附件上使用的加载操作。 |
loadStoreTarget | 要用作此 AttachmentDescriptor 的备份存储的表面。 |
resolveTarget | 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。 |
storeAction | RenderPass 结束时要对附件使用的存储操作。仅当 ConfigureTarget 或 ConfigureResolveTarget 被调用时使用。 |
AttachmentDescriptor | 创建要用于 RenderPass 的 AttachmentDescriptor。 |
ConfigureClear | 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。 |
ConfigureResolveTarget | 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。 |
ConfigureTarget | 将此 AttachmentDescriptor 绑定到给定目标表面。 |
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