Class ScriptableRenderer
Class ScriptableRenderer
implements a rendering strategy. It describes how culling and lighting works and
the effects supported.
TODO RENDERGRAPH: UPDATE THIS DOC FOR THE RENDERGRAPH PATH
A renderer can be used for all cameras or be overridden on a per-camera basis. It will implement light culling and setup
and describe a list of ScriptableRenderPass
to execute in a frame. The renderer can be extended to support more effect with additional
ScriptableRendererFeature
. Resources for the renderer are serialized in ScriptableRendererData
.
The renderer resources are serialized in ScriptableRendererData
.
ScriptableRendererData
ScriptableRendererFeature
ScriptableRenderPass
구현
상속된 멤버
네임스페이스: UnityEngine.Rendering.Universal
어셈블리: solution.dll
구문
public abstract class ScriptableRenderer : IDisposable
생성자
이름 | 설명 |
---|---|
ScriptableRenderer(ScriptableRendererData) | Creates a new |
필드
이름 | 설명 |
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k_CameraTarget | The RTHandle for the Camera Target. |
프로퍼티
이름 | 설명 |
---|---|
activeRenderPassQueue | Returns a list of render passes scheduled to be executed by this renderer. ScriptableRenderPass |
cameraColorTargetHandle | Returns the camera color target for this renderer.
It's only valid to call cameraColorTarget in the scope of |
cameraDepthTargetHandle | Returns the camera depth target for this renderer.
It's only valid to call cameraDepthTarget in the scope of |
profilingExecute | Override to provide a custom profiling name |
rendererFeatures | Returns a list of renderer features added to this renderer. ScriptableRendererFeature |
supportedRenderingFeatures | Supported rendering features by this renderer. SupportedRenderingFeatures |
unsupportedGraphicsDeviceTypes | List of unsupported Graphics APIs for this renderer. unsupportedGraphicsDeviceTypes |
메서드
이름 | 설명 |
---|---|
ConfigureCameraTarget(RTHandle, RTHandle) | Configures the camera target. |
Dispose() | Disposable pattern implementation. Cleans up resources used by the renderer. |
Dispose(bool) | Called by Dispose(). Override this function to clean up resources in your renderer. |
EnqueuePass(ScriptableRenderPass) | Enqueues a render pass for execution. |
Execute(ScriptableRenderContext, ref RenderingData) | Execute the enqueued render passes. This automatically handles editor and stereo rendering. |
FinishRendering(CommandBuffer) | Called upon finishing rendering the camera stack. You can release any resources created by the renderer here. |
GetCameraClearFlag(ref CameraData) | Returns a clear flag based on CameraClearFlags. |
SetCameraMatrices(CommandBuffer, ref CameraData, bool) | Set camera matrices. This method will set |
Setup(ScriptableRenderContext, ref RenderingData) | Configures the render passes that will execute for this renderer. This method is called per-camera every frame. |
SetupCullingParameters(ref ScriptableCullingParameters, ref CameraData) | Override this method to configure the culling parameters for the renderer. You can use this to configure if lights should be culled per-object or the maximum shadow distance for example. |
SetupLights(ScriptableRenderContext, ref RenderingData) | Override this method to implement the lighting setup for the renderer. You can use this to compute and upload light CBUFFER for example. |
SetupRenderPasses(in RenderingData) | Calls |
SupportedCameraStackingTypes() | This setting controls if the camera editor should display the camera stack category. If your renderer is not supporting stacking this one should return 0. For the UI to show the Camera Stack widget this must support CameraRenderType.Base. CameraRenderType |
SupportsCameraStackingType(CameraRenderType) | Check if the given camera render type is supported in the renderer's current state. |