class in UnityEngine.Experimental.Rendering
/
継承:Object
マニュアルに切り替える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.
clearColor | The currently assigned clear color for this attachment. Default is black. |
clearDepth | Currently assigned depth clear value for this attachment. Default value is 1.0. |
clearStencil | Currently assigned stencil clear value for this attachment. Default is 0. |
format | The RenderTextureFormat of this attachment. |
loadAction | The load action to be used on this attachment when the RenderPass starts. |
storeAction | The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called. |
RenderPassAttachment | Create a RenderPassAttachment to be used with RenderPass. |
BindResolveSurface | When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. |
BindSurface | Binds this RenderPassAttachment to the given target surface. |
Clear | When 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. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | オブジェクトのインスタンス ID を返します |
ToString | Returns the name of the GameObject. |
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 |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
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 |
Instantiate | original のオブジェクトをクローンします |
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。 |