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 UnityEngine; using UnityEngine.Rendering;
public class ExampleRenderPipelineAsset : RenderPipelineAsset { protected override RenderPipeline CreatePipeline() { return new ExampleRenderPipeline(); } }
public class ExampleRenderPipeline : RenderPipeline { public ExampleRenderPipeline() { var mySettings = ExampleRPGlobalSettings.Create(); ExampleRPGlobalSettings.RegisterToGraphicsSettings(mySettings); }
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { // Do something }
public virtual RenderPipelineGlobalSettings globalSettings { get { return ExampleRPGlobalSettings.instance; } }
protected virtual void Dispose(bool disposing) { ExampleRPGlobalSettings.UnregisterToGraphicsSettings(); } }
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; } }
public static void RegisterToGraphicsSettings(ExampleRPGlobalSettings newSettings) { GraphicsSettings.RegisterRenderPipelineSettings<ExampleRenderPipeline>(newSettings as RenderPipelineGlobalSettings); cachedInstance = null; }
public static void UnregisterToGraphicsSettings() { GraphicsSettings.UnregisterRenderPipelineSettings<ExampleRenderPipeline>(); cachedInstance = null; }
static public ExampleRPGlobalSettings Create() { ExampleRPGlobalSettings assetCreated = ScriptableObject.CreateInstance<ExampleRPGlobalSettings>(); return assetCreated; } }
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
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 | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
CreateInstance | ScriptableObject のインスタンスを作成します。 |
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。 |
Awake | ScriptableObject スクリプトを開始するとき、この関数は呼び出されます。 |
OnDestroy | ScriptableObject が破棄されるとき、この関数は呼び出されます。 |
OnDisable | ScriptableObject クラスのオブジェクトがスコープを外れるとき、この関数は呼び出されます。 |
OnEnable | オブジェクトがロードされたとき、この関数は呼び出されます。 |
OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
Reset | デフォルト値にリセットします |