Class UniversalRenderPipeline
The main class for the Universal Render Pipeline (URP).
상속된 멤버
네임스페이스: UnityEngine.Rendering.Universal
어셈블리: solution.dll
구문
public sealed class UniversalRenderPipeline : RenderPipeline
생성자
| 이름 | 설명 |
|---|---|
| UniversalRenderPipeline(UniversalRenderPipelineAsset) | Creates a new |
필드
| 이름 | 설명 |
|---|---|
| k_ShaderTagName | The shader tag used in the Universal Render Pipeline (URP) |
프로퍼티
| 이름 | 설명 |
|---|---|
| asset | Returns the current render pipeline asset for the current quality setting. If no render pipeline asset is assigned in QualitySettings, then returns the one assigned in GraphicsSettings. |
| defaultSettings | The default Render Pipeline Global Settings. |
| maxNumIterationsEnclosingSphere | The max number of iterations allowed calculating enclosing sphere. |
| maxPerObjectLights | The max number of lights that can be shaded per object (in the for loop in the shader). |
| maxRenderScale | The maximum value allowed for render scale. |
| maxShadowBias | The maximum amount of bias allowed for shadows. |
| maxVisibleAdditionalLights | The max number of additional lights that can can affect each GameObject. |
| minRenderScale | The minimum value allowed for render scale. |
메서드
| 이름 | 설명 |
|---|---|
| Dispose(bool) | |
| GetLightAttenuationAndSpotDirection(LightType, float, Matrix4x4, float, float?, out Vector4, out Vector4) | Calculates the attenuation for a given light and also direction for spot lights. |
| InitializeLightConstants_Common(NativeArray<VisibleLight>, int, out Vector4, out Vector4, out Vector4, out Vector4, out Vector4) | Initializes common light constants. |
| IsGameCamera(Camera) | Checks if a camera is a game camera. |
| IsRenderRequestSupported<RequestData>(Camera, RequestData) | Check whether RenderRequest is supported |
| ProcessRenderRequests<RequestData>(ScriptableRenderContext, Camera, RequestData) | Process a render request |
| Render(ScriptableRenderContext, Camera[]) | |
| ToString() | Returns a string that represents the current object. |