Class HDUtils
Various utility functions for HDRP.
상속된 멤버
네임스페이스: UnityEngine.Rendering.HighDefinition
어셈블리: solution.dll
구문
public class HDUtils
프로퍼티
이름 | 설명 |
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clearTexture3D | Default 1x1x1 3D texture initialized with Color.clear. |
clearTexture3DRTH | Default 1x1x1 3D RTHandle initialized with Color.clear. |
hdrpSettings | Current HDRP settings. |
메서드
이름 | 설명 |
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BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, float, bool) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. |
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, Material, int) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. This overloads allows the user to override the default blit shader |
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, Rect, float, bool) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. This overload allows user to override the viewport of the destination RTHandle. |
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, Vector4, float, bool) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. This overload allows user to override the scale and bias used when sampling the input RTHandle. |
BlitOctahedralWithPadding(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture (which is a Octahedral projection) using a quad in the current render target. |
BlitOctahedralWithPaddingMultiply(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture (which is a Octahedral projection) using a quad in the current render target, by performing an alpha blend with the existing content on the render target. |
BlitQuad(CommandBuffer, Texture, Vector4, Vector4, int, bool) | Blit a texture using a quad in the current render target. |
BlitQuadWithPadding(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture using a quad in the current render target. |
BlitQuadWithPaddingMultiply(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture using a quad in the current render target, by performing an alpha blend with the existing content on the render target. |
BlitTexture(CommandBuffer, RTHandle, Vector4, float, bool) | Blit a RTHandle texture. |
DrawFullScreen(CommandBuffer, Material, RTHandle, MaterialPropertyBlock, int) | Draw a full screen triangle with a material. This will automatically set the viewport of the destination RTHandle based on the current camera parameters. |
DrawFullScreen(CommandBuffer, Material, RTHandle, RTHandle, MaterialPropertyBlock, int) | Draw a full screen triangle with a material. This will automatically set the viewport of the destination RTHandle based on the current camera parameters. |
DrawFullScreen(CommandBuffer, Material, RenderTargetIdentifier[], RTHandle, MaterialPropertyBlock, int) | Draw a full screen triangle with a material. This will automatically set the viewport of the destination RTHandle based on the current camera parameters. |
DrawFullScreen(CommandBuffer, Rect, Material, RenderTargetIdentifier, MaterialPropertyBlock, int, int) | Draw a full screen triangle with a material. This will render into the destination texture with the specified viewport. |
DrawFullScreen(CommandBuffer, Rect, Material, RenderTargetIdentifier, RTHandle, MaterialPropertyBlock, int) | Draw a full screen triangle with a material. This will render into the destination texture with the specified viewport. |
DrawRendererList(ScriptableRenderContext, CommandBuffer, RendererList) | Draw a renderer list. |
GetBakedLightingRenderConfig() | Returns the render configuration for baked static lighting, this value can be used in a RendererListDesc call to render Lit objects. |
GetBakedLightingWithShadowMaskRenderConfig() | Returns the render configuration for baked static lighting with shadow masks, this value can be used in a RendererListDesc call to render Lit objects when shadow masks are enabled. |
GetBlitMaterial(TextureDimension, bool) | Returns the HDRP default blit material. |
NormalizeColor(Color) | Normalize the input color. |