Class HDRenderPipeline
High Definition Render Pipeline class.
상속된 멤버
네임스페이스: UnityEngine.Rendering.HighDefinition
어셈블리: solution.dll
구문
public class HDRenderPipeline : RenderPipeline, IDataProvider
생성자
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HDRenderPipeline(HDRenderPipelineAsset, HDRenderPipelineAsset) | HDRenderPipeline constructor. |
필드
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k_ShaderTagName | Shader Tag for the High Definition Render Pipeline. |
프로퍼티
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debugDisplaySettings | Debug display settings. |
rayTracingSupported | Flag that defines if ray tracing is supported by the current HDRP asset and platform |
메서드
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BeginRecording(int, float, float, float) | Should be called to start a multi-frame recording session. Each final frame will be an accumulation of multiple sub-frames. |
BeginRecording(int, float, AnimationCurve) | Should be called to start a multi-frame recording session. Each final frame will be an accumulation of multiple sub-frames. |
Dispose(bool) | Disposable pattern implementation. |
EndRecording() | Should be called to finish a multi-frame recording session |
ExportSkyToTexture(Camera) | Export the provided camera's sky to a flattened cubemap. |
GetRaysPerFrame(RayCountValues) | This functions allows the user to have an approximation of the number of rays that were traced for a given frame. |
PrepareNewSubFrame() | Should be called during a recording session when preparing to render a new sub-frame of a multi-frame sequence where each final frame is an accumulation of multiple sub-frames. |
Render(ScriptableRenderContext, Camera[]) | RenderPipeline Render implementation. |
RequestSkyEnvironmentUpdate() | Request an update of the environment lighting. |
ResetRTHandleReferenceSize(int, int) | Resets the reference size of the internal RTHandle System. This allows users to reduce the memory footprint of render textures after doing a super sampled rendering pass for example. |