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    Class UniversalRenderPipeline

    Inheritance
    Object
    RenderPipeline
    UniversalRenderPipeline
    Inherited Members
    UnityEngine.Rendering.RenderPipeline.ProcessRenderRequests(UnityEngine.Rendering.ScriptableRenderContext, UnityEngine.Camera, System.Collections.Generic.List<UnityEngine.Camera.RenderRequest>)
    RenderPipeline.BeginFrameRendering(ScriptableRenderContext, Camera[])
    UnityEngine.Rendering.RenderPipeline.BeginContextRendering(UnityEngine.Rendering.ScriptableRenderContext, System.Collections.Generic.List<UnityEngine.Camera>)
    RenderPipeline.BeginCameraRendering(ScriptableRenderContext, Camera)
    UnityEngine.Rendering.RenderPipeline.EndContextRendering(UnityEngine.Rendering.ScriptableRenderContext, System.Collections.Generic.List<UnityEngine.Camera>)
    RenderPipeline.EndFrameRendering(ScriptableRenderContext, Camera[])
    RenderPipeline.EndCameraRendering(ScriptableRenderContext, Camera)
    UnityEngine.Rendering.RenderPipeline.Render(UnityEngine.Rendering.ScriptableRenderContext, System.Collections.Generic.List<UnityEngine.Camera>)
    RenderPipeline.disposed
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: UnityEngine.Rendering.Universal
    Syntax
    public sealed class UniversalRenderPipeline : RenderPipeline

    Constructors

    UniversalRenderPipeline(UniversalRenderPipelineAsset)

    Creates a new UniversalRenderPipeline instance.

    Declaration
    public UniversalRenderPipeline(UniversalRenderPipelineAsset asset)
    Parameters
    Type Name Description
    UniversalRenderPipelineAsset asset

    The UniversalRenderPipelineAsset asset to initialize the pipeline.

    See Also
    RenderPassEvent

    Fields

    k_ShaderTagName

    Declaration
    public const string k_ShaderTagName = "UniversalPipeline"
    Field Value
    Type Description
    String

    Properties

    asset

    Returns the current render pipeline asset for the current quality setting. If no render pipeline asset is assigned in QualitySettings, then returns the one assigned in GraphicsSettings.

    Declaration
    public static UniversalRenderPipelineAsset asset { get; }
    Property Value
    Type Description
    UniversalRenderPipelineAsset

    defaultSettings

    Declaration
    public override RenderPipelineGlobalSettings defaultSettings { get; }
    Property Value
    Type Description
    RenderPipelineGlobalSettings
    Overrides
    UnityEngine.Rendering.RenderPipeline.defaultSettings

    maxNumIterationsEnclosingSphere

    The max number of iterations allowed calculating enclosing sphere.

    Declaration
    public static int maxNumIterationsEnclosingSphere { get; }
    Property Value
    Type Description
    Int32

    maxPerObjectLights

    The max number of lights that can be shaded per object (in the for loop in the shader).

    Declaration
    public static int maxPerObjectLights { get; }
    Property Value
    Type Description
    Int32

    maxRenderScale

    The maximum value allowed for render scale.

    Declaration
    public static float maxRenderScale { get; }
    Property Value
    Type Description
    Single

    maxShadowBias

    Declaration
    public static float maxShadowBias { get; }
    Property Value
    Type Description
    Single

    maxVisibleAdditionalLights

    The max number of additional lights that can can affect each GameObject.

    Declaration
    public static int maxVisibleAdditionalLights { get; }
    Property Value
    Type Description
    Int32

    minRenderScale

    The minimum value allowed for render scale.

    Declaration
    public static float minRenderScale { get; }
    Property Value
    Type Description
    Single

    Methods

    Dispose(Boolean)

    Declaration
    protected override void Dispose(bool disposing)
    Parameters
    Type Name Description
    Boolean disposing
    Overrides
    UnityEngine.Rendering.RenderPipeline.Dispose(System.Boolean)

    GetLightAttenuationAndSpotDirection(LightType, Single, Matrix4x4, Single, Nullable<Single>, out Vector4, out Vector4)

    Declaration
    public static void GetLightAttenuationAndSpotDirection(LightType lightType, float lightRange, Matrix4x4 lightLocalToWorldMatrix, float spotAngle, float? innerSpotAngle, out Vector4 lightAttenuation, out Vector4 lightSpotDir)
    Parameters
    Type Name Description
    LightType lightType
    Single lightRange
    Matrix4x4 lightLocalToWorldMatrix
    Single spotAngle
    Nullable<Single> innerSpotAngle
    Vector4 lightAttenuation
    Vector4 lightSpotDir

    InitializeLightConstants_Common(NativeArray<VisibleLight>, Int32, out Vector4, out Vector4, out Vector4, out Vector4, out Vector4)

    Declaration
    public static void InitializeLightConstants_Common(NativeArray<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel)
    Parameters
    Type Name Description
    NativeArray<VisibleLight> lights
    Int32 lightIndex
    Vector4 lightPos
    Vector4 lightColor
    Vector4 lightAttenuation
    Vector4 lightSpotDir
    Vector4 lightOcclusionProbeChannel

    IsGameCamera(Camera)

    Checks if a camera is a game camera.

    Declaration
    public static bool IsGameCamera(Camera camera)
    Parameters
    Type Name Description
    Camera camera

    Camera to check state from.

    Returns
    Type Description
    Boolean

    true if given camera is a game camera, false otherwise.

    Render(ScriptableRenderContext, Camera[])

    Declaration
    protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
    Parameters
    Type Name Description
    ScriptableRenderContext renderContext
    Camera[] cameras
    Overrides
    RenderPipeline.Render(ScriptableRenderContext, Camera[])

    RenderSingleCamera(ScriptableRenderContext, Camera)

    Standalone camera rendering. Use this to render procedural cameras. This method doesn't call BeginCameraRendering and EndCameraRendering callbacks.

    Declaration
    public static void RenderSingleCamera(ScriptableRenderContext context, Camera camera)
    Parameters
    Type Name Description
    ScriptableRenderContext context

    Render context used to record commands during execution.

    Camera camera

    Camera to render.

    See Also
    ScriptableRenderContext
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