class in UnityEngine.Experimental.Rendering
/
다음으로부터 상속:Object
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 | The name of the object. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |