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    Class ScriptableRenderer

    Class ScriptableRenderer implements a rendering strategy. It describes how culling and lighting works and the effects supported.

    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.

    he renderer resources are serialized in ScriptableRendererData. ScriptableRendererData ScriptableRendererFeature ScriptableRenderPass

    상속
    object
    ScriptableRenderer
    ForwardRenderer
    구현
    IDisposable
    상속된 멤버
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    네임스페이스: UnityEngine.Rendering.Universal
    어셈블리: solution.dll
    구문
    [MovedFrom("UnityEngine.Rendering.LWRP")]
    public abstract class ScriptableRenderer : IDisposable

    생성자

    이름 설명
    ScriptableRenderer(ScriptableRendererData)

    프로퍼티

    이름 설명
    activeRenderPassQueue
    cameraColorTarget
    cameraDepth
    rendererFeatures
    supportedRenderingFeatures

    Supported rendering features by this renderer. UnityEngine.Rendering.SupportedRenderingFeatures

    메서드

    이름 설명
    ConfigureCameraTarget(RenderTargetIdentifier, RenderTargetIdentifier)

    Configures the camera target.

    Dispose()

    Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.

    Dispose(bool)
    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 UNITY_MATRIX_V, UNITY_MATRIX_P, UNITY_MATRIX_VP to camera matrices. Additionally this will also set unity_CameraProjection and unity_CameraProjection. If setInverseMatrices is set to true this function will also set UNITY_MATRIX_I_V and UNITY_MATRIX_I_VP. This function has no effect when rendering in stereo. When in stereo rendering you cannot override camera matrices. If you need to set general purpose view and projection matrices call SetViewAndProjectionMatrices(CommandBuffer, Matrix4x4, Matrix4x4, bool) instead.

    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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