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    Class LightLoop

    상속
    object
    LightLoop
    상속된 멤버
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Experimental.Rendering.HDPipeline
    어셈블리: solution.dll
    구문
    public class LightLoop

    생성자

    이름 설명
    LightLoop()

    필드

    이름 설명
    k_BoxCullingExtentThreshold
    k_HasNativeQuadSupport
    k_MaxAreaLightsOnScreen
    k_MaxDecalsOnScreen
    k_MaxDirectionalLightsOnScreen
    k_MaxEnvLightsOnScreen
    k_MaxLightsOnScreen
    k_MaxPunctualLightsOnScreen
    k_MaxStereoEyes
    k_PreferFragment
    k_ThreadGroupOptimalSize
    m_MaxAreaLightsOnScreen
    m_MaxDecalsOnScreen
    m_MaxDirectionalLightsOnScreen
    m_MaxEnvLightsOnScreen
    m_MaxLightsOnScreen
    m_MaxPunctualLightsOnScreen
    s_UseCascadeBorders

    프로퍼티

    이름 설명
    areaLightCookieManager
    areaLightCount
    cookieTexArray
    cubeCookieTexArray
    lightDatas

    메서드

    이름 설명
    AddBoxVolumeDataAndBound(OrientedBBox, LightCategory, LightFeatureFlags, Matrix4x4, bool)
    AllocResolutionDependentBuffers(int, int, bool)
    Build(HDRenderPipelineAsset, IBLFilterBSDF[])
    BuildGPULightLists(HDCamera, CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, bool)
    BuildGPULightListsCommon(HDCamera, CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, bool)
    Cleanup()
    GetBigTileLightList()
    GetCurrentShadowCount()
    GetCurrentSunLight()
    GetDirectionalLightData(CommandBuffer, GPULightType, VisibleLight, Light, HDAdditionalLightData, AdditionalShadowData, int, int, DebugDisplaySettings, int)
    GetEnvLightData(CommandBuffer, HDCamera, HDProbe, DebugDisplaySettings)
    GetEnvLightVolumeDataAndBound(HDProbe, LightVolumeType, Matrix4x4, StereoscopicEye)
    GetFeatureVariantsEnabled()
    GetLightColor(VisibleLight)
    GetLightData(CommandBuffer, HDShadowSettings, Camera, GPULightType, VisibleLight, Light, HDAdditionalLightData, AdditionalShadowData, int, int, ref Vector3, DebugDisplaySettings)
    GetLightVolumeDataAndBound(LightCategory, GPULightType, LightVolumeType, VisibleLight, LightData, Vector3, Matrix4x4, StereoscopicEye)
    GetNumTileBigTileX(HDCamera)
    GetNumTileBigTileY(HDCamera)
    GetNumTileFtplX(HDCamera)
    IsBakedShadowMaskLight(Light)
    NeedResize()
    NewFrame(FrameSettings)
    PrepareLightsForGPU(CommandBuffer, HDCamera, CullingResults, HDProbeCullingResults, DensityVolumeList, DebugDisplaySettings)
    PushGlobalParams(HDCamera, CommandBuffer)
    ReleaseResolutionDependentBuffers()
    RenderDebugOverlay(HDCamera, CommandBuffer, DebugDisplaySettings, ref float, ref float, float, float, CullingResults, RTHandle)
    RenderDeferredLighting(HDCamera, CommandBuffer, DebugDisplaySettings, RenderTargetIdentifier[], RenderTargetIdentifier, RenderTargetIdentifier, LightingPassOptions)
    RenderForward(Camera, CommandBuffer, bool)
    RenderScreenSpaceShadows(HDCamera, RTHandle, RenderTargetIdentifier, int, CommandBuffer)
    RenderShadows(ScriptableRenderContext, CommandBuffer, CullingResults, HDCamera)
    SetScreenSpaceShadowsTexture(HDCamera, RTHandle, CommandBuffer)
    UpdateCullingParameters(ref ScriptableCullingParameters)
    WorldToCamera(Camera)
    문서 개요
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