Graphics Settings のスクリプトインターフェース
allConfiguredRenderPipelines | An array containing the RenderPipelineAsset instances that describe the default render pipeline and any quality level overrides. |
cameraRelativeLightCulling | Enable or disable using the camera position as the reference point for culling lights. |
cameraRelativeShadowCulling | Enable or disable using the camera position as the reference point for culling shadows. |
currentRenderPipeline | The RenderPipelineAsset that defines the active render pipeline for the current quality level. |
defaultRenderingLayerMask | Stores the default value for the RenderingLayerMask property of newly created Renderers. |
defaultRenderPipeline | The RenderPipelineAsset that defines the default render pipeline. |
disableBuiltinCustomRenderTextureUpdate | Disables the built-in update loop for Custom Render Textures, so that you can write your own update loop. |
lightProbeOutsideHullStrategy | Defines the way Unity chooses a probe to light a Renderer that is lit by Light Probes but positioned outside the bounds of the Light Probe tetrahedral hull. |
lightsUseColorTemperature | Whether to use a Light's color temperature when calculating the final color of that Light." |
lightsUseLinearIntensity | If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used. |
logWhenShaderIsCompiled | If this is true, a log entry is made each time a shader is compiled at application runtime. |
realtimeDirectRectangularAreaLights | Is the current render pipeline capable of rendering direct lighting for rectangular area Lights? |
renderPipelineAsset | Deprecated, use GraphicsSettings.defaultRenderPipeline instead. |
transparencySortAxis | An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. |
transparencySortMode | ソートモードの透明オブジェクト。 |
useScriptableRenderPipelineBatching | Enable/Disable SRP batcher (experimental) at runtime. |
videoShadersIncludeMode | If and when to include video shaders in the build. |
GetCustomShader | ビルトインシェーダーの代わりに使用するカスタムシェーダーを取得します。 |
GetGraphicsSettings | Provides a reference to the GraphicSettings object. |
GetSettingsForRenderPipeline | Get the registered RenderPipelineGlobalSettings for the given RenderPipeline. |
GetShaderMode | ビルトインシェーダーモードを取得します。 |
HasShaderDefine | Returns true if shader define was set when compiling shaders for current GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. |
RegisterRenderPipelineSettings | Register a RenderPipelineGlobalSettings instance for a given RenderPipeline. A RenderPipeline can have only one registered RenderPipelineGlobalSettings instance. |
SetCustomShader | ビルトインシェーダーの代わりに使用するカスタムシェーダーを設定します。 |
SetShaderMode | ビルトインシェーダーモードを設定します。 |
UnregisterRenderPipelineSettings | The method removes the association between the given RenderPipeline and the RenderPipelineGlobalSettings asset from GraphicsSettings. |
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. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
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 |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
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 |
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。 |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.