class in UnityEngine.Experimental.Rendering
/
Inherits from:Object
Switch to ManualA declaration of a single color or depth rendering surface to be attached into a RenderPass.
A RenderPassAttachment object identifies a single color or depth rendering surface that can be used with a RenderPass. Note that the RenderPassAttachment object derives from UnityEngine.Object so they do not get garbage collected like normal C# objects. Instead, they are only GC'd when unloading a scene or when Resources.UnloadUnusedAssets() is called. Therefore do not create these objects each frame: Instead, create these objects in the constructor of your rendering class, and reuse those objects each frame.
| clearColor | The currently assigned clear color for this attachment. Default is black. |
| clearDepth | Currently assigned depth clear value for this attachment. Default value is 1.0. |
| clearStencil | Currently assigned stencil clear value for this attachment. Default is 0. |
| format | The RenderTextureFormat of this attachment. |
| loadAction | The load action to be used on this attachment when the RenderPass starts. |
| storeAction | The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called. |
| RenderPassAttachment | Create a RenderPassAttachment to be used with RenderPass. |
| BindResolveSurface | When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. |
| BindSurface | Binds this RenderPassAttachment to the given target surface. |
| Clear | When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. |
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the GameObject. |
| Destroy | Удаляет GameObject, Component или Asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |