{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class UniversalRenderPipelineAsset | Universal RP | 15.0.4
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    목차 표시/숨기기

    Class UniversalRenderPipelineAsset

    The asset that contains the URP setting. You can use this asset as a graphics quality level.

    상속
    object
    Object
    ScriptableObject
    RenderPipelineAsset
    RenderPipelineAsset<UniversalRenderPipeline>
    UniversalRenderPipelineAsset
    구현
    ISerializationCallbackReceiver
    상속된 멤버
    RenderPipelineAsset<UniversalRenderPipeline>.renderPipelineType
    RenderPipelineAsset.terrainBrushPassIndex
    RenderPipelineAsset.autodeskInteractiveShader
    RenderPipelineAsset.autodeskInteractiveTransparentShader
    RenderPipelineAsset.autodeskInteractiveMaskedShader
    RenderPipelineAsset.terrainDetailLitShader
    RenderPipelineAsset.terrainDetailGrassShader
    RenderPipelineAsset.terrainDetailGrassBillboardShader
    RenderPipelineAsset.defaultSpeedTree7Shader
    RenderPipelineAsset.defaultSpeedTree8Shader
    RenderPipelineAsset.renderPipelineShaderTag
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Rendering.Universal
    어셈블리: solution.dll
    구문
    [ExcludeFromPreset]
    public class UniversalRenderPipelineAsset : RenderPipelineAsset<UniversalRenderPipeline>, ISerializationCallbackReceiver

    필드

    이름 설명
    AdditionalLightsDefaultShadowResolutionTierHigh

    The default high tier resolution for additional lights shadow texture.

    AdditionalLightsDefaultShadowResolutionTierLow

    The default low tier resolution for additional lights shadow texture.

    AdditionalLightsDefaultShadowResolutionTierMedium

    The default medium tier resolution for additional lights shadow texture.

    k_MaxLutSize

    The maximum color grading LUT (lookup table) size.

    k_MinLutSize

    The minimum color grading LUT (lookup table) size.

    프로퍼티

    이름 설명
    additionalLightsRenderingMode

    Specifies the LightRenderingMode for the additional lights used by this UniversalRenderPipelineAsset.

    additionalLightsShadowResolutionTierHigh

    Returns the additional light shadow resolution defined for tier "High" in the UniversalRenderPipeline asset.

    additionalLightsShadowResolutionTierLow

    Returns the additional light shadow resolution defined for tier "Low" in the UniversalRenderPipeline asset.

    additionalLightsShadowResolutionTierMedium

    Returns the additional light shadow resolution defined for tier "Medium" in the UniversalRenderPipeline asset.

    additionalLightsShadowmapResolution

    Additional light shadows are rendered into a single shadow map atlas texture. This setting controls the resolution of the shadow map atlas texture.

    cascade2Split

    Returns the split value.

    cascade3Split

    Returns the split values.

    cascade4Split

    Returns the split values.

    cascadeBorder

    Last cascade fade distance in percentage.

    colorGradingLutSize

    Specifies the color grading LUT (lookup table) size in the URP Asset.

    colorGradingMode

    Returns the selected ColorGradingMode in the URP Asset. ColorGradingMode

    conservativeEnclosingSphere

    Set to true to enable a conservative method for calculating the size and position of the minimal enclosing sphere around the frustum cascade corner points for shadow culling.

    decalMaterial

    Returns the Material that Unity uses to render decals.

    default2DMaskMaterial

    Returns the default sprite mask material for the 2D renderer.

    default2DMaterial

    Returns the default material for the 2D renderer.

    defaultLineMaterial

    Returns the default line Material.

    defaultMaterial

    Returns the default Material.

    defaultParticleMaterial

    Returns the default particle Material.

    defaultShader

    Returns the default shader for the specified renderer. When creating new objects in the editor, the materials of those objects will use the selected default shader.

    defaultTerrainMaterial

    Returns the default terrain Material.

    defaultUIETC1SupportedMaterial

    Returns the default UIETC1 supported Material for this asset.

    defaultUIMaterial

    Returns the default UI Material.

    defaultUIOverdrawMaterial

    Returns the default UI overdraw Material.

    enableLODCrossFade

    Returns true if the cross-fade style blending between the current LOD and the next LOD is enabled.

    enableRenderGraph

    Controls whether the RenderGraph render path is enabled.

    fsrOverrideSharpness

    If this property is set to true, the value from the fsrSharpness property will control the intensity of the sharpening filter associated with FidelityFX Super Resolution.

    fsrSharpness

    Controls the intensity of the sharpening filter associated with FidelityFX Super Resolution. A value of 1.0 produces maximum sharpness while a value of 0.0 disables the sharpening filter entirely.

    Note: This value only has an effect when the fsrOverrideSharpness property is set to true.

    hdrColorBufferPrecision

    Graphics format requested for HDR color buffers.

    lightProbeSystem

    Determines what system to use.

    lodCrossFadeDitheringType

    Returns the type of active LOD cross-fade.

    mainLightRenderingMode

    Specifies the LightRenderingMode for the main light used by this UniversalRenderPipelineAsset.

    mainLightShadowmapResolution

    Returns the main light shadowmap resolution used for this UniversalRenderPipelineAsset.

    maxAdditionalLightsCount

    Specifies the maximum amount of per-object additional lights which can be used by this UniversalRenderPipelineAsset.

    msaaSampleCount

    Specifies the msaa sample count used by this UniversalRenderPipelineAsset

    numIterationsEnclosingSphere

    Set the number of iterations to reduce the cascade culling enlcosing sphere to be closer to the absolute minimun enclosing sphere, but will also require more CPU computation for increasing values. This parameter is used only when conservativeEnclosingSphere is set to true. Default value is 64.

    opaqueDownsampling

    Returns the downsampling method used when copying the camera color texture after rendering opaques.

    prefixedRenderingLayerMaskNames

    Names used for display of rendering layer masks with prefix.

    probeVolumeBlendingMemoryBudget

    Probe Volume Memory Budget for scenario blending.

    probeVolumeMemoryBudget

    Probe Volume Memory Budget.

    probeVolumeSHBands

    Probe Volumes SH Bands.

    reflectionProbeBlending

    Specifies if this UniversalRenderPipelineAsset should use Probe blending for the reflection probes in the scene.

    reflectionProbeBoxProjection

    Specifies if this UniversalRenderPipelineAsset should allow box projection for the reflection probes in the scene.

    renderScale

    Specifies the render scale which scales the render target resolution used by this UniversalRenderPipelineAsset.

    renderingLayerMaskNames

    Names used for display of rendering layer masks.

    scriptableRenderer

    Returns the default renderer being used by this pipeline.

    shadowCascadeCount

    Returns the number of shadow cascades.

    shadowDepthBias

    The Shadow Depth Bias, controls the offset of the lit pixels.

    shadowDistance

    Controls the maximum distance at which shadows are visible.

    shadowNormalBias

    Controls the distance at which the shadow casting surfaces are shrunk along the surface normal.

    storeActionsOptimization

    Returns the active store action optimization value.

    supportProbeVolumeStreaming

    Support Streaming for Probe Volumes.

    supportsAdditionalLightShadows

    Specifies if objects lit by additional lights cast shadows.

    supportsCameraDepthTexture

    When true, the pipeline creates a depth texture that can be read in shaders. The depth texture can be accessed as _CameraDepthTexture. This setting can be overridden per camera.

    supportsCameraOpaqueTexture

    When true, the pipeline creates a texture that contains a copy of the color buffer after rendering opaque objects. This texture can be accessed in shaders as _CameraOpaqueTexture. This setting can be overridden per camera.

    supportsDynamicBatching

    Specifies if this UniversalRenderPipelineAsset should use dynamic batching.

    supportsHDR

    When enabled, the camera renders to HDR buffers. This setting can be overridden per camera.

    supportsLightCookies

    Returns true if the Render Pipeline Asset supports light cookies, false otherwise.

    supportsMainLightShadows

    Specifies if objects lit by main light cast shadows.

    supportsMixedLighting

    Returns true if the Render Pipeline Asset supports mixed lighting, false otherwise.

    supportsSoftShadows

    Supports Soft Shadows controls the Soft Shadows.

    supportsTerrainHoles

    This settings controls if the asset UniversalRenderPipelineAsset supports terrain holes.

    textures

    Returns asset texture resources

    upscalingFilter

    Returns the upscaling filter desired by the user Note: Filter selections differ from actual filters in that they may include "meta-filters" such as "Automatic" which resolve to an actual filter at a later time.

    useAdaptivePerformance

    Set to true to allow Adaptive performance to modify graphics quality settings during runtime. Only applicable when Adaptive performance package is available.

    useFastSRGBLinearConversion

    Returns true if fast approximation functions are used when converting between the sRGB and Linear color spaces, false otherwise.

    useRenderingLayers

    Returns true if the Render Pipeline Asset supports rendering layers for lights, false otherwise.

    useSRPBatcher

    Specifies if SRPBacher is used by this UniversalRenderPipelineAsset.

    volumeFrameworkUpdateMode

    Returns the selected update mode for volumes.

    메서드

    이름 설명
    CreatePipeline()

    Creates a UniversalRenderPipeline from the UniversalRenderPipelineAsset.

    EnsureGlobalSettings()

    Ensures Global Settings are ready and registered into GraphicsSettings

    GetRenderer(int)

    Returns a renderer from the current pipeline asset

    LoadBuiltinRendererData(RendererType)

    Use this class to initialize the rendererData element that is required by the renderer.

    OnAfterDeserialize()

    Unity raises a callback to this method after it deserializes the asset.

    OnBeforeSerialize()

    Unity raises a callback to this method before it serializes the asset.

    OnDisable()

    Unity calls this function when the asset is disabled.

    OnValidate()

    Unity calls this function when it loads the asset or when the asset is changed with the Inspector.

    문서 개요
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