class in UnityEngine.Experimental.Rendering
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다음으로부터 상속:ScriptableObject
인터페이스 구현:IRenderPipelineAsset
매뉴얼로 전환An asset that produces a specific IRenderPipeline.
Default implementation of IRenderPipelineAsset. This manages the lifecylces of inherited types, as well as ensures that created IRenderPipeline's are invalidated when the asset is changed.
See Also: IRenderPipelineAsset.
CreatePipeline | Create a IRenderPipeline specific to this asset. |
DestroyCreatedInstances | Destroys all cached data and created IRenderLoop's. |
GetDefault2DMaterial | Return the default 2D Material for this pipeline. |
GetDefaultLineMaterial | Return the default Line Material for this pipeline. |
GetDefaultMaterial | Return the default Material for this pipeline. |
GetDefaultParticleMaterial | Return the default particle Material for this pipeline. |
GetDefaultShader | Return the default Shader for this pipeline. |
GetDefaultTerrainMaterial | Return the default Terrain Material for this pipeline. |
GetDefaultUIETC1SupportedMaterial | Return the default UI ETC1 Material for this pipeline. |
GetDefaultUIMaterial | Return the default UI Material for this pipeline. |
GetDefaultUIOverdrawMaterial | Return the default UI overdraw Material for this pipeline. |
GetTerrainBrushPassIndex | The render index for the terrain brush in the editor. |
CreatedInstances | Returns the list of current IRenderPipeline's created by the asset. |
InternalCreatePipeline | Create a IRenderPipeline specific to this asset. |
OnDisable | Default implementation of OnDisable for RenderPipelineAsset. See ScriptableObject.OnDisable |
OnValidate | Default implementation of OnValidate for RenderPipelineAsset. See MonoBehaviour.OnValidate |
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. |
CreateInstance | Creates an instance of a scriptable object. |
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. |