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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)

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

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

    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)
    파라미터
    타입 이름 설명
    ProbeSettings settings
    ProbeCapturePositionSettings position
    Texture target
    CameraSettings cameraSettings
    CameraPositionSettings cameraPositionSettings
    bool forceFlipY
    bool forceInvertBackfaceCulling
    uint staticFlags
    문서 개요
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