Zdexby TheHolyOneZ
49,743 classes
Class

UniversalRenderPipeline

: RenderPipeline : Object
UnityEngine.Rendering.Universal.UniversalRenderPipeline, Unity.RenderPipelines.Universal.Runtime 0x0050 (80 B) inherited 0x0018 Unity.RenderPipelines.Universal.Runtime.dll
0x00x0050

Members 23

OffsetSizeNameTypeFlagsDefault
—0x08k_ShaderTagNamestringPublicStatic+1 flags0
—0x04k_DefaultRenderingLayerMaskintStatic+2 flags0
0x08m_DebugDisplaySettingsUIDebugDisplaySettingsUIPrivate+1 flags—
0x08m_GlobalSettingsUniversalRenderPipelineGlobalSettingsPrivate—
0x08<runtimeTextures>k__BackingFieldUniversalRenderPipelineRuntimeTexturesPrivate—
0x01cameraStackRequiresDepthForPostprocessingboolStatic+1 flags—
0x08s_RenderGraphRenderGraphStatic+1 flags—
0x08s_RTHandlePoolRTHandleResourcePoolStatic+1 flags—
0x01useRenderGraphboolStatic+1 flags—
0x01apvIsEnabledbool1 flags—
0x01<canOptimizeScreenMSAASamples>k__BackingFieldboolPrivateStatic—
0x04<startFrameScreenMSAASamples>k__BackingFieldintPrivateStatic—
0x00310x07padding / unreflected
0x08pipelineAssetUniversalRenderPipelineAssetPrivate+1 flags—
0x01enableHDROncebool1 flags—
0x10k_DefaultLightPositionVector4PrivateStatic—
0x10k_DefaultLightColorVector4PrivateStatic—
0x10k_DefaultLightAttenuationVector4PrivateStatic—
0x10k_DefaultLightSpotDirectionVector4PrivateStatic—
0x10k_DefaultLightsProbeChannelVector4PrivateStatic—
0x08m_ShadowBiasDataList<UnityEngine.Vector4>PrivateStatic—
0x08m_ShadowResolutionDataList<System.Int32>PrivateStatic—
0x08cameraComparisonComparison<UnityEngine.Camera>Private—
0x08lightsDelegateRequestLightsDelegatePrivateStatic—
Inherited from RenderPipeline 1
OffsetSizeNameTypeFlagsDefault
0x01<disposed>k__BackingFieldboolPrivate—

Functions 81

SignatureFlagsNativeParams
float get_maxShadowBias()PublicStatic+1 flags0x04
float get_minRenderScale()PublicStatic+1 flags0x04
float get_maxRenderScale()PublicStatic+1 flags0x04
int get_maxNumIterationsEnclosingSphere()PublicStatic+1 flags0x04
int get_maxPerObjectLights()PublicStatic+1 flags0x04
int get_maxVisibleAdditionalLights()PublicStatic+1 flags0x04
int get_lightsPerTile()Static+2 flags0x04
int get_maxZBinWords()Static+2 flags0x04
int get_maxTileWords()Static+2 flags0x04
int get_maxVisibleReflectionProbes()Static+2 flags0x04
UniversalRenderPipelineRuntimeTextures get_runtimeTextures()2 flags0x08
void set_runtimeTextures(UniversalRenderPipelineRuntimeTextures value)Private+1 flags0x08
RenderPipelineGlobalSettings get_defaultSettings()Public+2 flags0x08
bool get_canOptimizeScreenMSAASamples()Static+2 flags0x01
void set_canOptimizeScreenMSAASamples(bool value)PrivateStatic+1 flags0x01
int get_startFrameScreenMSAASamples()Static+2 flags0x04
void set_startFrameScreenMSAASamples(int value)PrivateStatic+1 flags0x04
string ToString()Public+1 flags0x08
void .ctor(UniversalRenderPipelineAsset asset)Public+1 flags0x08
void Dispose(bool disposing)2 flags0x01
void DisposeAdditionalCameraData()Private0x00
void Render(const ScriptableRenderContext& renderContext, const Camera[]& cameras)2 flags0x08
void Render(const ScriptableRenderContext& renderContext, List<UnityEngine.Camera> cameras)2 flags0x08
bool IsRenderRequestSupported(Camera camera, const uint8& data)2 flags0x08
void ProcessRenderRequests(const ScriptableRenderContext& context, Camera camera, const uint8& renderRequest)2 flags0x08
void RenderSingleCamera(const ScriptableRenderContext& context, Camera camera)PublicStatic0x08
void RenderSingleCameraInternal(const ScriptableRenderContext& context, Camera camera, bool isLastBaseCamera)Static+1 flags0x08
void RenderSingleCameraInternal(const ScriptableRenderContext& context, Camera camera, ref UniversalAdditionalCameraData& additionalCameraData, bool isLastBaseCamera)Static+1 flags0x08
bool TryGetCullingParameters(UniversalCameraData cameraData, ref ScriptableCullingParameters& cullingParams)PrivateStatic0x638
void RenderSingleCamera(const ScriptableRenderContext& context, UniversalCameraData cameraData)PrivateStatic0x08
void CreateShadowAtlasAndCullShadowCasters(UniversalLightData lightData, UniversalShadowData shadowData, UniversalCameraData cameraData, ref CullingResults& cullResults, ref ScriptableRenderContext& context)PrivateStatic0x10
void RenderCameraStack(const ScriptableRenderContext& context, Camera baseCamera, bool isLastBaseCamera)PrivateStatic0x08
void UpdateCameraData(UniversalCameraData baseCameraData, ref XRPass& xr)PrivateStatic0x08
void UpdateVolumeFramework(Camera camera, UniversalAdditionalCameraData additionalCameraData)PrivateStatic0x08
bool CheckPostProcessForDepth(UniversalCameraData cameraData)PrivateStatic0x08
bool CheckPostProcessForDepth()PrivateStatic0x01
void SetSupportedRenderingFeatures(UniversalRenderPipelineAsset pipelineAsset)PrivateStatic0x08
ScriptableRenderer GetRenderer(Camera camera, UniversalAdditionalCameraData additionalCameraData)PrivateStatic0x08
UniversalCameraData CreateCameraData(ContextContainer frameData, Camera camera, UniversalAdditionalCameraData additionalCameraData, bool resolveFinalTarget)PrivateStatic0x08
void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCameraData baseAdditionalCameraData, UniversalCameraData cameraData)PrivateStatic0x08
void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCameraData additionalCameraData, bool resolveFinalTarget, bool isLastBaseCamera, UniversalCameraData cameraData)PrivateStatic0x08
UniversalRenderingData CreateRenderingData(ContextContainer frameData, UniversalRenderPipelineAsset settings, CommandBuffer cmd, bool isForwardPlus, ScriptableRenderer renderer)PrivateStatic0x08
UniversalShadowData CreateShadowData(ContextContainer frameData, UniversalRenderPipelineAsset urpAsset, bool isForwardPlus)PrivateStatic0x08
Vector3 GetMainLightCascadeSplit(int mainLightShadowCascadesCount, UniversalRenderPipelineAsset urpAsset)PrivateStatic0x0C
void InitializeMainLightShadowResolution(UniversalShadowData shadowData)PrivateStatic0x08
UniversalPostProcessingData CreatePostProcessingData(ContextContainer frameData, UniversalRenderPipelineAsset settings)PrivateStatic0x08
UniversalResourceData CreateUniversalResourceData(ContextContainer frameData)PrivateStatic0x08
UniversalLightData CreateLightData(ContextContainer frameData, UniversalRenderPipelineAsset settings, const NativeArray<UnityEngine.Rendering.VisibleLight>& visibleLights)PrivateStatic0x10
void ApplyTaaRenderingDebugOverrides(ref Settings& taaSettings)PrivateStatic0x20
void UpdateTemporalAAData(UniversalCameraData cameraData, UniversalAdditionalCameraData additionalCameraData)PrivateStatic0x08
void UpdateTemporalAATargets(UniversalCameraData cameraData)PrivateStatic0x08
void UpdateCameraStereoMatrices(Camera camera, XRPass xr)PrivateStatic0x08
PerObjectData GetPerObjectLightFlags(int additionalLightsCount, bool isForwardPlus, bool reflectionProbeBlending)PrivateStatic0x04
int GetMainLightIndex(UniversalRenderPipelineAsset settings, const NativeArray<UnityEngine.Rendering.VisibleLight>& visibleLights)PrivateStatic0x10
void SetupPerFrameShaderConstants()Private0x00
void SetupPerCameraShaderConstants(CommandBuffer cmd)PrivateStatic0x08
void CheckAndApplyDebugSettings(ref RenderingData& renderingData)PrivateStatic0x28
ImageUpscalingFilter ResolveUpscalingFilterSelection(const Vector2& imageSize, float renderScale, const UpscalingFilterSelection& selection, bool enableRenderGraph)PrivateStatic0x08
bool HDROutputForMainDisplayIsActive()Static+1 flags0x01
bool HDROutputForAnyDisplayIsActive()Static+1 flags0x01
void SetHDRState(List<UnityEngine.Camera> cameras)Private0x08
void GetHDROutputLuminanceParameters(const HDRDisplayInformation& hdrDisplayInformation, const ColorGamut& hdrDisplayColorGamut, Tonemapping tonemapping, ref Vector4& hdrOutputParameters)Static+1 flags0x10
void GetHDROutputGradingParameters(Tonemapping tonemapping, ref Vector4& hdrOutputParameters)Static+1 flags0x10
AdditionalLightsShadowAtlasLayout BuildAdditionalLightsShadowAtlasLayout(UniversalLightData lightData, UniversalShadowData shadowData, UniversalCameraData cameraData)PrivateStatic0x38
void AdjustUIOverlayOwnership(int cameraCount)PrivateStatic0x04
void SetupScreenMSAASamplesState(int cameraCount)PrivateStatic0x04
bool IsGameCamera(Camera camera)PublicStatic0x08
UniversalRenderPipelineAsset get_asset()PublicStatic+1 flags0x08
void SortCameras(List<UnityEngine.Camera> cameras)Private0x08
int GetLastBaseCameraIndex(List<UnityEngine.Camera> cameras)Private0x08
GraphicsFormat MakeRenderTextureGraphicsFormat(bool isHdrEnabled, const HDRColorBufferPrecision& requestHDRColorBufferPrecision, bool needsAlpha)Static+1 flags0x04
GraphicsFormat MakeUnormRenderTextureGraphicsFormat()Static+1 flags0x04
RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, UniversalCameraData cameraData, bool isHdrEnabled, const HDRColorBufferPrecision& requestHDRColorBufferPrecision, int msaaSamples, bool needsAlpha, bool requiresOpaqueTexture)Static+1 flags0x34
void GetLightAttenuationAndSpotDirection(const LightType& lightType, float lightRange, const Matrix4x4& lightLocalToWorldMatrix, float spotAngle, const Nullable<System.Single>& innerSpotAngle, ref Vector4& lightAttenuation, ref Vector4& lightSpotDir)PublicStatic0x40
void GetPunctualLightDistanceAttenuation(float lightRange, ref Vector4& lightAttenuation)Static+1 flags0x10
void GetSpotAngleAttenuation(float spotAngle, const Nullable<System.Single>& innerSpotAngle, ref Vector4& lightAttenuation)Static+1 flags0x10
void GetSpotDirection(ref Matrix4x4& lightLocalToWorldMatrix, ref Vector4& lightSpotDir)Static+1 flags0x40
void InitializeLightConstants_Common(const NativeArray<UnityEngine.Rendering.VisibleLight>& lights, int lightIndex, ref Vector4& lightPos, ref Vector4& lightColor, ref Vector4& lightAttenuation, ref Vector4& lightSpotDir, ref Vector4& lightOcclusionProbeChannel)PublicStatic0x10
void RecordRenderGraph(RenderGraph renderGraph, const ScriptableRenderContext& context, ScriptableRenderer renderer)PrivateStatic0x08
void RecordAndExecuteRenderGraph(RenderGraph renderGraph, const ScriptableRenderContext& context, ScriptableRenderer renderer, CommandBuffer cmd, Camera camera, const string& cameraName)PrivateStatic0x08
void .cctor()PrivateStatic+1 flags0x00