class in UnityEngine.Rendering
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
Script interface for Graphics Settings.
allConfiguredRenderPipelines | An array containing the RenderPipelineAsset instances that describe the default render pipeline and any quality level overrides. |
cameraRelativeLightCulling | Enable or disable using the camera position as the reference point for culling lights. |
cameraRelativeShadowCulling | Enable or disable using the camera position as the reference point for culling shadows. |
currentRenderPipeline | The RenderPipelineAsset that defines the active render pipeline for the current quality level. |
currentRenderPipelineAssetType | The type of the currently active RenderPipelineAsset, or null if there's no currently active Asset. |
defaultGateFitMode | Stores the default value for the GateFit property of newly created Cameras. |
defaultRenderingLayerMask | Stores the default value for the RenderingLayerMask property of newly created Renderers. |
defaultRenderPipeline | The RenderPipelineAsset that defines the default render pipeline. |
disableBuiltinCustomRenderTextureUpdate | Disables the built-in update loop for Custom Render Textures, so that you can write your own update loop. |
isScriptableRenderPipelineEnabled | If the value is true, a Scriptable Render Pipeline is active. |
lightProbeOutsideHullStrategy | Defines the way Unity chooses a probe to light a Renderer that is lit by Light Probes but positioned outside the bounds of the Light Probe tetrahedral hull. |
lightsUseColorTemperature | Whether to use a Light's color temperature when calculating the final color of that Light." |
lightsUseLinearIntensity | If this is true, Light intensity is multiplied against linear color values. If it is false, gamma color values are used. |
logWhenShaderIsCompiled | If this is true, a log entry is made each time a shader is compiled at application runtime. |
realtimeDirectRectangularAreaLights | Is the current render pipeline capable of rendering direct lighting for rectangular area Lights? |
renderPipelineAsset | Deprecated, use GraphicsSettings.defaultRenderPipeline instead. |
transparencySortAxis | An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. |
transparencySortMode | Transparent object sorting mode. |
useScriptableRenderPipelineBatching | Enable/Disable SRP batcher (experimental) at runtime. |
videoShadersIncludeMode | If and when to include video shaders in the build. |
GetCustomShader | Get custom shader used instead of a built-in shader. |
GetGraphicsSettings | Provides a reference to the GraphicSettings object. |
GetRenderPipelineSettings | Gets the RenderPipelineGlobalSettings asset assigned to the given RenderPipeline asset. |
GetSettingsForRenderPipeline | Get the registered RenderPipelineGlobalSettings for the given RenderPipeline. |
GetShaderMode | Get built-in shader mode. |
HasShaderDefine | Returns true if shader define was set when compiling shaders for current GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline. |
SetCustomShader | Set custom shader to use instead of a built-in shader. |
SetShaderMode | Set built-in shader mode. |
Subscribe | Subscribe to changes of properties in the IRenderPipelineGraphicsSettings. |
TryGetCurrentRenderPipelineGlobalSettings | Obtains the current active pipeline RenderPipelineGlobalSettings. |
TryGetRenderPipelineSettings | Gets a IRenderPipelineGraphicsSettings from the GraphicsSettings and returns if the setting is found. |
Unsubscribe | Cancels any subscription to changes of properties of a settings object implemented with the IRenderPipelineGraphicsSettings interface. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or 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. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all 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. |