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    Method Render

    Render(CameraSettings, CameraPositionSettings, Texture, uint)

    Perform a rendering into target.

    선언
    public static void Render(CameraSettings settings, CameraPositionSettings position, Texture target, uint staticFlags = 0)
    파라미터
    타입 이름 설명
    CameraSettings settings

    Settings for the camera.

    CameraPositionSettings position

    Position for the camera.

    Texture target

    Target to render to.

    uint staticFlags

    Only used in the Editor fo cubemaps. This is bitmask of StaticEditorFlags only objects with these flags will be rendered

    예

    How to perform standard rendering:

    class StandardRenderingExample
    {
        public void Render()
        {
            // Copy default settings
            var settings = CameraRenderSettings.Default;
            // Adapt default settings to our custom usage
            settings.position.position = new Vector3(0, 1, 0);
            settings.camera.frustum.fieldOfView = 60.0f;
            // Get our render target
            var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_SNorm);
            HDRenderUtilities.Render(settings, rt);
            // Do something with rt
            rt.Release();
        }
    }

    How to perform a cubemap rendering:

    class CubemapRenderExample
    {
        public void Render()
        {
            // Copy default settings
            var settings = CameraRenderSettings.Default;
            // Adapt default settings to our custom usage
            settings.position.position = new Vector3(0, 1, 0);
            settings.camera.physical.iso = 800.0f;
            // Frustum settings are ignored and driven by the cubemap rendering
            // Get our render target
            var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_SNorm)
            {
                dimension = TextureDimension.Cube
            };
            // The TextureDimension is detected and the renderer will perform a cubemap rendering.
            HDRenderUtilities.Render(settings, rt);
            // Do something with rt
            rt.Release();
        }
    }

    Render(ProbeSettings, ProbeCapturePositionSettings, Texture, bool, bool, uint, float, float)

    Performs a rendering of a probe.

    선언
    public static void Render(ProbeSettings settings, ProbeCapturePositionSettings position, Texture target, bool forceFlipY = false, bool forceInvertBackfaceCulling = false, uint staticFlags = 0, float referenceFieldOfView = 90, float referenceAspect = 1)
    파라미터
    타입 이름 설명
    ProbeSettings settings

    The probe settings to use.

    ProbeCapturePositionSettings position

    The probe position to use.

    Texture target

    The texture to render into.

    bool forceFlipY

    Whether to force Y axis flipping.

    bool forceInvertBackfaceCulling

    Whether to force the backface culling inversion.

    uint staticFlags

    The static flags filters to use.

    float referenceFieldOfView

    The reference field of view.

    float referenceAspect

    The reference aspect.

    Render(ProbeSettings, ProbeCapturePositionSettings, Texture, out CameraSettings, out CameraPositionSettings, bool, bool, uint, float, float)

    Render a probe

    선언
    public static void Render(ProbeSettings settings, ProbeCapturePositionSettings position, Texture target, out CameraSettings cameraSettings, out CameraPositionSettings cameraPositionSettings, bool forceFlipY = false, bool forceInvertBackfaceCulling = false, uint staticFlags = 0, float referenceFieldOfView = 90, float referenceAspect = 1)
    파라미터
    타입 이름 설명
    ProbeSettings settings

    The probe settings to use

    ProbeCapturePositionSettings position

    The probe position to use

    Texture target

    The target texture.

    CameraSettings cameraSettings

    The camera settings used during the rendering

    CameraPositionSettings cameraPositionSettings

    The camera position settings used during the rendering.

    bool forceFlipY

    Whether to force the Y axis flipping.

    bool forceInvertBackfaceCulling

    Whether to force the backface culling inversion.

    uint staticFlags

    The static flag to use during the rendering.

    float referenceFieldOfView

    The reference field of view.

    float referenceAspect

    The reference aspect ratio.

    문서 개요
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