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    Class ForwardRenderer

    Default renderer for Universal RP. This renderer is supported on all Universal RP supported platforms. It uses a classic forward rendering strategy with per-object light culling.

    상속
    object
    ScriptableRenderer
    ForwardRenderer
    구현
    IDisposable
    상속된 멤버
    ScriptableRenderer.SetCameraMatrices(CommandBuffer, ref CameraData, bool)
    ScriptableRenderer.cameraColorTarget
    ScriptableRenderer.cameraDepth
    ScriptableRenderer.supportedRenderingFeatures
    ScriptableRenderer.Dispose()
    ScriptableRenderer.ConfigureCameraTarget(RenderTargetIdentifier, RenderTargetIdentifier)
    ScriptableRenderer.Execute(ScriptableRenderContext, ref RenderingData)
    ScriptableRenderer.EnqueuePass(ScriptableRenderPass)
    object.ToString()
    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 ForwardRenderer : ScriptableRenderer, IDisposable

    생성자

    이름 설명
    ForwardRenderer(ForwardRendererData)

    메서드

    이름 설명
    Dispose(bool)
    FinishRendering(CommandBuffer)

    Called upon finishing rendering the camera stack. You can release any resources created by the renderer here.

    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.

    문서 개요
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