Class UniversalRenderPipelineAsset
Inheritance
UniversalRenderPipelineAsset
Inherited Members
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
Syntax
[ExcludeFromPreset]
public class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver
Fields
AdditionalLightsDefaultShadowResolutionTierHigh
Declaration
public static readonly int AdditionalLightsDefaultShadowResolutionTierHigh
Field Value
AdditionalLightsDefaultShadowResolutionTierLow
Declaration
public static readonly int AdditionalLightsDefaultShadowResolutionTierLow
Field Value
AdditionalLightsDefaultShadowResolutionTierMedium
Declaration
public static readonly int AdditionalLightsDefaultShadowResolutionTierMedium
Field Value
k_MaxLutSize
Declaration
public const int k_MaxLutSize = 65
Field Value
k_MinLutSize
Declaration
public const int k_MinLutSize = 16
Field Value
Properties
additionalLightsRenderingMode
Specifies the LightRenderingMode
for the additional lights used by this UniversalRenderPipelineAsset
.
Declaration
public LightRenderingMode additionalLightsRenderingMode { get; }
Property Value
additionalLightsShadowmapResolution
Additional light shadows are rendered into a single shadow map atlas texture. This setting controls the resolution of the shadow map atlas texture.
Declaration
public int additionalLightsShadowmapResolution { get; }
Property Value
additionalLightsShadowResolutionTierHigh
Returns the additional light shadow resolution defined for tier "High" in the UniversalRenderPipeline asset.
Declaration
public int additionalLightsShadowResolutionTierHigh { get; }
Property Value
additionalLightsShadowResolutionTierLow
Returns the additional light shadow resolution defined for tier "Low" in the UniversalRenderPipeline asset.
Declaration
public int additionalLightsShadowResolutionTierLow { get; }
Property Value
additionalLightsShadowResolutionTierMedium
Returns the additional light shadow resolution defined for tier "Medium" in the UniversalRenderPipeline asset.
Declaration
public int additionalLightsShadowResolutionTierMedium { get; }
Property Value
cascade2Split
Declaration
public float cascade2Split { get; }
Property Value
Type |
Description |
Single |
Returns a Float with the split value.
|
cascade3Split
Returns the split values.
Declaration
public Vector2 cascade3Split { get; }
Property Value
Type |
Description |
Vector2 |
Returns a Vector2 with the split values.
|
cascade4Split
Returns the split values.
Declaration
public Vector3 cascade4Split { get; }
Property Value
Type |
Description |
Vector3 |
Returns a Vector3 with the split values.
|
cascadeBorder
Last cascade fade distance in percentage.
Declaration
public float cascadeBorder { get; set; }
Property Value
colorGradingLutSize
Specifies the color grading LUT (lookup table) size in the URP Asset.
Declaration
public int colorGradingLutSize { get; set; }
Property Value
colorGradingMode
Declaration
public ColorGradingMode colorGradingMode { get; set; }
Property Value
conservativeEnclosingSphere
Set to true to enable a conservative method for calculating the size and position of the minimal enclosing sphere around the frustum cascade corner points for shadow culling.
Declaration
public bool conservativeEnclosingSphere { get; set; }
Property Value
decalMaterial
Declaration
public Material decalMaterial { get; }
Property Value
default2DMaskMaterial
Returns the default sprite mask material for the 2D renderer.
Declaration
public override Material default2DMaskMaterial { get; }
Property Value
Type |
Description |
Material |
Returns the material containing the default shader pass for sprite mask in the 2D renderer.
|
Overrides
default2DMaterial
Returns the default material for the 2D renderer.
Declaration
public override Material default2DMaterial { get; }
Property Value
Type |
Description |
Material |
Returns the material containing the default lit and unlit shader passes for sprites in the 2D renderer.
|
Overrides
defaultLineMaterial
Declaration
public override Material defaultLineMaterial { get; }
Property Value
Overrides
defaultMaterial
Declaration
public override Material defaultMaterial { get; }
Property Value
Overrides
defaultParticleMaterial
Declaration
public override Material defaultParticleMaterial { get; }
Property Value
Overrides
defaultShader
Returns the default shader for the specified renderer. When creating new objects in the editor, the materials of those objects will use the selected default shader.
Declaration
public override Shader defaultShader { get; }
Property Value
Type |
Description |
Shader |
Returns the default shader for the specified renderer.
|
Overrides
defaultTerrainMaterial
Declaration
public override Material defaultTerrainMaterial { get; }
Property Value
Overrides
defaultUIETC1SupportedMaterial
Declaration
public override Material defaultUIETC1SupportedMaterial { get; }
Property Value
Overrides
defaultUIMaterial
Declaration
public override Material defaultUIMaterial { get; }
Property Value
Overrides
defaultUIOverdrawMaterial
Declaration
public override Material defaultUIOverdrawMaterial { get; }
Property Value
Overrides
enableLODCrossFade
Declaration
public bool enableLODCrossFade { get; }
Property Value
fsrOverrideSharpness
If this property is set to true, the value from the fsrSharpness property will control the intensity of the
sharpening filter associated with FidelityFX Super Resolution.
Declaration
public bool fsrOverrideSharpness { get; set; }
Property Value
fsrSharpness
Controls the intensity of the sharpening filter associated with FidelityFX Super Resolution.
A value of 1.0 produces maximum sharpness while a value of 0.0 disables the sharpening filter entirely.
Note: This value only has an effect when the fsrOverrideSharpness property is set to true.
Declaration
public float fsrSharpness { get; set; }
Property Value
hdrColorBufferPrecision
Graphics format requested for HDR color buffers.
Declaration
public HDRColorBufferPrecision hdrColorBufferPrecision { get; set; }
Property Value
lightLayerMaskNames
Names used for display of light layers.
Declaration
public string[] lightLayerMaskNames { get; }
Property Value
lodCrossFadeDitheringType
Declaration
public LODCrossFadeDitheringType lodCrossFadeDitheringType { get; }
Property Value
mainLightRenderingMode
Declaration
public LightRenderingMode mainLightRenderingMode { get; }
Property Value
mainLightShadowmapResolution
Returns the main light shadowmap resolution used for this UniversalRenderPipelineAsset
.
Declaration
public int mainLightShadowmapResolution { get; }
Property Value
maxAdditionalLightsCount
Specifies the maximum amount of per-object additional lights which can be used by this UniversalRenderPipelineAsset
.
Declaration
public int maxAdditionalLightsCount { get; set; }
Property Value
msaaSampleCount
Specifies the msaa sample count used by this UniversalRenderPipelineAsset
Declaration
public int msaaSampleCount { get; set; }
Property Value
numIterationsEnclosingSphere
Set the number of iterations to reduce the cascade culling enlcosing sphere to be closer to the absolute minimun enclosing sphere, but will also require more CPU computation for increasing values.
This parameter is used only when conservativeEnclosingSphere is set to true. Default value is 64.
Declaration
public int numIterationsEnclosingSphere { get; set; }
Property Value
opaqueDownsampling
Returns the downsampling method used when copying the camera color texture after rendering opaques.
Declaration
public Downsampling opaqueDownsampling { get; }
Property Value
prefixedRenderingLayerMaskNames
Names used for display of rendering layer masks with prefix.
Declaration
public override string[] prefixedRenderingLayerMaskNames { get; }
Property Value
Overrides
reflectionProbeBlending
Specifies if this UniversalRenderPipelineAsset
should use Probe blending for the reflection probes in the scene.
Declaration
public bool reflectionProbeBlending { get; }
Property Value
reflectionProbeBoxProjection
Specifies if this UniversalRenderPipelineAsset
should allow box projection for the reflection probes in the scene.
Declaration
public bool reflectionProbeBoxProjection { get; }
Property Value
renderingLayerMaskNames
Names used for display of rendering layer masks.
Declaration
public override string[] renderingLayerMaskNames { get; }
Property Value
Overrides
renderScale
Specifies the render scale which scales the render target resolution used by this UniversalRenderPipelineAsset
.
Declaration
public float renderScale { get; set; }
Property Value
scriptableRenderer
Returns the default renderer being used by this pipeline.
Declaration
public ScriptableRenderer scriptableRenderer { get; }
Property Value
shadowCascadeCount
Returns the number of shadow cascades.
Declaration
public int shadowCascadeCount { get; set; }
Property Value
shadowDepthBias
The Shadow Depth Bias, controls the offset of the lit pixels.
Declaration
public float shadowDepthBias { get; set; }
Property Value
shadowDistance
Controls the maximum distance at which shadows are visible.
Declaration
public float shadowDistance { get; set; }
Property Value
shadowNormalBias
Controls the distance at which the shadow casting surfaces are shrunk along the surface normal.
Declaration
public float shadowNormalBias { get; set; }
Property Value
storeActionsOptimization
Returns the active store action optimization value.
Declaration
public StoreActionsOptimization storeActionsOptimization { get; set; }
Property Value
supportsAdditionalLightShadows
Specifies if objects lit by additional lights cast shadows.
Declaration
public bool supportsAdditionalLightShadows { get; }
Property Value
supportsCameraDepthTexture
When true, the pipeline creates a depth texture that can be read in shaders. The depth texture can be accessed as _CameraDepthTexture. This setting can be overridden per camera.
Declaration
public bool supportsCameraDepthTexture { get; set; }
Property Value
supportsCameraOpaqueTexture
When true, the pipeline creates a texture that contains a copy of the color buffer after rendering opaque objects. This texture can be accessed in shaders as _CameraOpaqueTexture. This setting can be overridden per camera.
Declaration
public bool supportsCameraOpaqueTexture { get; set; }
Property Value
supportsDynamicBatching
Specifies if this UniversalRenderPipelineAsset
should use dynamic batching.
Declaration
public bool supportsDynamicBatching { get; set; }
Property Value
supportsHDR
When enabled, the camera renders to HDR buffers. This setting can be overridden per camera.
Declaration
public bool supportsHDR { get; set; }
Property Value
supportsLightLayers
Returns true if the Render Pipeline Asset supports light layers, false otherwise.
Declaration
public bool supportsLightLayers { get; }
Property Value
supportsMainLightShadows
Specifies if objects lit by main light cast shadows.
Declaration
public bool supportsMainLightShadows { get; }
Property Value
supportsMixedLighting
Returns true if the Render Pipeline Asset supports mixed lighting, false otherwise.
Declaration
public bool supportsMixedLighting { get; }
Property Value
supportsSoftShadows
Supports Soft Shadows controls the Soft Shadows.
Declaration
public bool supportsSoftShadows { get; }
Property Value
supportsTerrainHoles
This settings controls if the asset UniversalRenderPipelineAsset
supports terrain holes.
Declaration
public bool supportsTerrainHoles { get; }
Property Value
textures
Returns asset texture resources
Declaration
public UniversalRenderPipelineAsset.TextureResources textures { get; }
Property Value
upscalingFilter
Returns the upscaling filter desired by the user
Note: Filter selections differ from actual filters in that they may include "meta-filters" such as
"Automatic" which resolve to an actual filter at a later time.
Declaration
public UpscalingFilterSelection upscalingFilter { get; set; }
Property Value
Set to true to allow Adaptive performance to modify graphics quality settings during runtime.
Only applicable when Adaptive performance package is available.
Declaration
public bool useAdaptivePerformance { get; set; }
Property Value
useFastSRGBLinearConversion
Returns true if fast approximation functions are used when converting between the sRGB and Linear color spaces, false otherwise.
Declaration
public bool useFastSRGBLinearConversion { get; }
Property Value
useSRPBatcher
Specifies if SRPBacher is used by this UniversalRenderPipelineAsset
.
Declaration
public bool useSRPBatcher { get; set; }
Property Value
volumeFrameworkUpdateMode
Returns the selected update mode for volumes.
Declaration
public VolumeFrameworkUpdateMode volumeFrameworkUpdateMode { get; }
Property Value
Methods
CreatePipeline()
Creates a UniversalRenderPipeline
from the UniversalRenderPipelineAsset
.
Declaration
protected override RenderPipeline CreatePipeline()
Returns
Type |
Description |
RenderPipeline |
Returns a UniversalRenderPipeline created from this UniversalRenderPipelineAsset.
|
Overrides
GetRenderer(Int32)
Returns a renderer from the current pipeline asset
Declaration
public ScriptableRenderer GetRenderer(int index)
Parameters
Type |
Name |
Description |
Int32 |
index |
Index to the renderer. If invalid index is passed, the default renderer is returned instead.
|
Returns
LoadBuiltinRendererData(RendererType)
Use this class to initialize the rendererData element that is required by the renderer.
Declaration
public ScriptableRendererData LoadBuiltinRendererData(RendererType type = RendererType.UniversalRenderer)
Parameters
Type |
Name |
Description |
RendererType |
type |
The RendererType of the new renderer that is initialized within this asset.
|
Returns
OnAfterDeserialize()
Declaration
public void OnAfterDeserialize()
Implements
OnBeforeSerialize()
Declaration
public void OnBeforeSerialize()
Implements
OnDisable()
Declaration
protected override void OnDisable()
Overrides
OnValidate()
Declaration
protected override void OnValidate()
Overrides