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    Class UniversalRenderPipeline

    The main class for the Universal Render Pipeline (URP).

    상속
    object
    RenderPipeline
    UniversalRenderPipeline
    상속된 멤버
    RenderPipeline.SupportsRenderRequest<RequestData>(Camera, RequestData)
    RenderPipeline.SubmitRenderRequest<RequestData>(Camera, RequestData)
    RenderPipeline.disposed
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    네임스페이스: UnityEngine.Rendering.Universal
    어셈블리: solution.dll
    구문
    public sealed class UniversalRenderPipeline : RenderPipeline

    생성자

    이름 설명
    UniversalRenderPipeline(UniversalRenderPipelineAsset)

    Creates a new UniversalRenderPipeline instance.

    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.

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