Version: 2023.2

RenderPipelineGlobalSettings

class in UnityEngine.Rendering

/

继承自:ScriptableObject


实现接口:ISerializationCallbackReceiver

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描述

A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline.

A single RenderPipelineGlobalSettings instance can be registered to the GraphicsSettings via GraphicsSettings.RegisterRenderPipelineSettings. We recommend to use this ScriptableObject to save RenderPipeline settings you would find in the GraphicsSettings.

using System;
using System.Collections.Generic;

using UnityEngine; using UnityEngine.Rendering;

#if UNITY_EDITOR using UnityEditor.Rendering; #endif

public class ExampleRenderPipelineAsset : RenderPipelineAsset { protected override RenderPipeline CreatePipeline() { return new ExampleRenderPipeline(); } }

public class ExampleRenderPipeline : RenderPipeline { public virtual RenderPipelineGlobalSettings globalSettings => ExampleRPGlobalSettings.instance;

protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { #if UNITY_EDITOR // On Editor we must make sure the Global Settings Asset is registered into the GraphicsSettings // Graphics Settings will make sure the asset is available on player builds if (globalSettings == null) { var mySettings = ExampleRPGlobalSettings.Create(); ExampleRPGlobalSettings.RegisterToGraphicsSettings(mySettings); } #endif

// Do something } }

[SupportedOnRenderPipeline(typeof(ExampleRenderPipelineAsset))] public class ExampleRPGlobalSettings : RenderPipelineGlobalSettings { private static ExampleRPGlobalSettings cachedInstance = null; public static ExampleRPGlobalSettings instance { get { if (cachedInstance == null) cachedInstance = GraphicsSettings.GetSettingsForRenderPipeline<ExampleRenderPipeline>() as ExampleRPGlobalSettings; return cachedInstance; } }

/* Use this pattern if you want to enable your global settings to use IRenderPipelineGraphicsSettings

[SerializeReference] private List<IRenderPipelineGraphicsSettings> m_SettingsList = new(); protected override List<IRenderPipelineGraphicsSettings> settingsList => m_Settings;

*/

#if UNITY_EDITOR public static void RegisterToGraphicsSettings(ExampleRPGlobalSettings newSettings) { EditorGraphicsSettings.SetRenderPipelineGlobalSettingsAsset<ExampleRenderPipeline>(newSettings as RenderPipelineGlobalSettings); cachedInstance = null; }

public static void UnregisterToGraphicsSettings() { EditorGraphicsSettings.SetRenderPipelineGlobalSettingsAsset<ExampleRenderPipeline>(null); cachedInstance = null; }

static public ExampleRPGlobalSettings Create() { ExampleRPGlobalSettings assetCreated = ScriptableObject.CreateInstance<ExampleRPGlobalSettings>(); return assetCreated; } #endif }

变量

settingsListExposes a List<IRenderPipelineGraphicsSettings> that this RenderPipelineGlobalSettings instance is managing.

公共函数

InitializeEditor-only function that initializes the RenderPipelineGlobalSettings.

受保护的函数

AddAdds a IRenderPipelineGraphicsSettings interface to this instance of the RenderPipelineGlobalSettings asset.
ContainsIf the given ISRPGraphicsSetting type is present in this RenderPipelineGlobalSettings instance.
RemoveRemoves a IRenderPipelineGraphicsSettings interface from this instance of the RenderPipelineGlobalSettings asset.
TryGetLooks for a IRenderPipelineGraphicsSettings interface in this instance of the RenderPipelineGlobalSettings asset and returns true if it's found.

继承的成员

变量

hideFlags该对象应该隐藏、随场景一起保存还是由用户修改?
name对象的名称。

公共函数

GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。

静态函数

Destroy移除 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。
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。
CreateInstance创建脚本化对象的实例。

运算符

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。

消息

Awake当 ScriptableObject 脚本启动时调用此函数。
OnDestroy当脚本化对象将销毁时调用此函数。
OnDisable当脚本化对象超出范围时调用此函数。
OnEnable当对象加载时调用此函数。
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
Reset重置为默认值。