Version: 2017.2
Experimental: this API is experimental and might be changed or removed in the future.

RenderPassAttachment

class in UnityEngine.Experimental.Rendering

/

継承:Object

マニュアルに切り替える

説明

A declaration of a single color or depth rendering surface to be attached into a RenderPass.

A RenderPassAttachment object identifies a single color or depth rendering surface that can be used with a RenderPass. Note that the RenderPassAttachment object derives from UnityEngine.Object so they do not get garbage collected like normal C# objects. Instead, they are only GC'd when unloading a scene or when Resources.UnloadUnusedAssets() is called. Therefore do not create these objects each frame: Instead, create these objects in the constructor of your rendering class, and reuse those objects each frame.

変数

clearColorThe currently assigned clear color for this attachment. Default is black.
clearDepthCurrently assigned depth clear value for this attachment. Default value is 1.0.
clearStencilCurrently assigned stencil clear value for this attachment. Default is 0.
formatThe RenderTextureFormat of this attachment.
loadActionThe load action to be used on this attachment when the RenderPass starts.
storeActionThe store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called.

コンストラクタ

RenderPassAttachmentCreate a RenderPassAttachment to be used with RenderPass.

Public 関数

BindResolveSurfaceWhen the renderpass that uses this attachment ends, resolve the MSAA surface into the given target.
BindSurfaceBinds this RenderPassAttachment to the given target surface.
ClearWhen the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear.

継承メンバー

変数

hideFlagsオブジェクトは非表示、シーンに保存、ユーザーが編集可能、などを設定する。
nameオブジェクト名

Public 関数

GetInstanceIDオブジェクトのインスタンス ID を返します
ToStringゲームオブジェクトの名前を返します

Static 関数

Destroyゲームオブジェクトやコンポーネント、アセットを削除します
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoad新しいシーンを読み込んでもオブジェクトが自動で破壊されないように設定します
FindObjectOfTypeタイプ type から最初に見つけたアクティブのオブジェクトを返します
FindObjectsOfTypeタイプから見つけたすべてのアクティブのオブジェクト配列を返します
Instantiateoriginal のオブジェクトをクローンします

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。