A struct containing the results of a culling operation.
In the Scriptable Render Pipeline, when Unity performs a culling operation, it stores the results in a CullingResults
struct. This data includes information about visible objects, lights, and reflection probes. Unity uses this data to render objects and process lights. A CullingResults
struct also provides several functions to aid shadow rendering.
To obtain a CullingResults
struct, call ScriptableRenderContext.Cull.
A CullingResults
struct is valid within the scope of a RenderPipeline.Render function; its data goes out of scope when the Render
function returns. You can use the same CullingResults
struct multiple times within the same render loop, and you can share a CullingResults
struct between multiple Cameras if you know that they can see the same objects. This can save on wasted CPU operations, and therefore improve performance.
This example demonstrates how to obtain a CullingResults
struct, and then pass it to ScriptableRenderContext.DrawRenderers.
using UnityEngine; using UnityEngine.Rendering;
public class ExampleRenderPipeline : RenderPipeline { public ExampleRenderPipeline() { }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { // Get the culling parameters from the current camera camera.TryGetCullingParameters(out var cullingParameters);
// Schedule the cull operation that populates the CullingResults struct CullingResults cullingResults = context.Cull(ref cullingParameters);
// Place code that schedules drawing operations using the CullingResults struct here // See ScriptableRenderContext.DrawRenderers for details and examples // …
// Execute all of the scheduled operations, in order context.Submit(); } } }
lightAndReflectionProbeIndexCount | 获取每个对象的光源和反射探针的索引数。 |
lightIndexCount | 获取每个对象的光源索引数。 |
reflectionProbeIndexCount | 获取每个对象的反射探针索引数。 |
visibleLights | 可见光源的数组。 |
visibleOffscreenVertexLights | Off-screen lights that still affect visible vertices. |
visibleReflectionProbes | 可见反射探针的数组。 |
ComputeDirectionalShadowMatricesAndCullingPrimitives | 计算方向光的视图和投影矩阵以及阴影分割数据。 |
ComputePointShadowMatricesAndCullingPrimitives | 计算点光源的视图和投影矩阵以及阴影分割数据。 |
ComputeSpotShadowMatricesAndCullingPrimitives | 计算聚光灯的视图和投影矩阵以及阴影分割数据。 |
FillLightAndReflectionProbeIndices | Fills a buffer with per-object light indices. |
GetLightIndexMap | 如果 RenderPipeline 对 VisibleLight 列表进行排序或以其他方式进行修改,则需要重新映射索引,以正确使用每个对象的光源列表。 |
GetReflectionProbeIndexMap | 如果 RenderPipeline 对 VisibleReflectionProbe 列表进行排序或以其他方式进行修改,则需要重新映射索引,以正确使用每个对象的反射探针列表。 |
GetShadowCasterBounds | 返回封装了可见阴影投射物的包围盒。例如,这可用于动态调整级联范围。 |
SetLightIndexMap | 如果 RenderPipeline 对 VisibleLight 列表进行排序或以其他方式进行修改,则需要重新映射索引,以正确使用每个对象的光源列表。 |
SetReflectionProbeIndexMap | 如果 RenderPipeline 对 VisibleReflectionProbe 列表进行排序或以其他方式进行修改,则需要重新映射索引,以正确使用每个对象的反射探针列表。 |
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