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    Class HDRenderPipeline

    High Definition Render Pipeline class.

    상속
    object
    RenderPipeline
    HDRenderPipeline
    구현
    IDataProvider
    상속된 멤버
    RenderPipeline.ProcessRenderRequests(ScriptableRenderContext, Camera, List<Camera.RenderRequest>)
    RenderPipeline.BeginFrameRendering(ScriptableRenderContext, Camera[])
    RenderPipeline.BeginCameraRendering(ScriptableRenderContext, Camera)
    RenderPipeline.EndFrameRendering(ScriptableRenderContext, Camera[])
    RenderPipeline.EndCameraRendering(ScriptableRenderContext, Camera)
    RenderPipeline.disposed
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Rendering.HighDefinition
    어셈블리: solution.dll
    구문
    public class HDRenderPipeline : RenderPipeline, IDataProvider

    생성자

    이름 설명
    HDRenderPipeline(HDRenderPipelineAsset, HDRenderPipelineAsset)

    HDRenderPipeline constructor.

    필드

    이름 설명
    k_ShaderTagName

    Shader Tag for the High Definition Render Pipeline.

    프로퍼티

    이름 설명
    debugDisplaySettings

    Debug display settings.

    rayTracingSupported

    Flag that defines if ray tracing is supported by the current HDRP asset and platform

    메서드

    이름 설명
    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.

    문서 개요
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