Version: 2022.1

BatchRendererGroup

class in UnityEngine.Rendering

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描述

A BatchRendererGroup is an object that lets you perform customizable high performance rendering.

You can set up batches in advance to set up groups of instances with shared metadata values that describe how to load Material properties. Whenever Unity renders a BatchRendererGroup, it invokes the OnPerformCulling callback to perform visibility culling and to generate a variable sized list of draw commands that describe how to render the visible parts of the BatchRendererGroup. Each draw command instructs Unity to render a group of instances from a given batch with a specific Mesh and Material.

构造函数

BatchRendererGroupConstructor for a BatchRendererGroup object.

公共函数

AddBatchCreate a draw command batch that shares a single set of metadata values and a single GraphicsBuffer.
Dispose删除组。
GetRegisteredMaterialReturns the previously registered Material associated with this MaterialID.
GetRegisteredMeshReturns the previously registered Mesh associated with this MeshID.
GetThreadedBatchContextGet the thread-safe API for interacting with a BatchRendererGroup from Burst jobs.
RegisterMaterialRegisters a Material in BatchRendererGroup and returns its BatchMaterialID. Each registration of a specific Material increases its number of owners by 1.
RegisterMeshRegisters a mesh in BatchRendererGroup and returns its BatchMeshID. Each registration of a specific mesh increases its number of owners by 1.
RemoveBatchDelete a batch that was previously created with AddBatch.
SetBatchBufferChange the GraphicsBuffer associated with the given batch.
SetGlobalBoundsSet the bounds of the BatchRendererGroup. The bounds should encapsulate the render bounds of every object rendered with this BatchRendererGroup. Unity uses these bounds internally for culling.
SetPickingMaterialSet the material that Unity uses to render object picking data using the draw commands in the Scene view.
UnregisterMaterialUnregister the Material ID associated with BatchRendererGroup. Each deregistration of a specific Material reduces its number of owners by 1.
UnregisterMeshUnregister the mesh ID associated with BatchRendererGroup. Each deregistration of a specific mesh reduces its number of owners by 1.

委托

OnPerformCulling剔除回调函数。