Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

BatchCullingContext

struct in UnityEngine.Rendering

/

Implemented in:UnityEngine.CoreModule

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Description

Culling context for a batch.

Specifies the data required to perform culling. Additional resources: OnPerformCulling.

Properties

cullingFlagsAdditional culling information for the current context.
cullingLayerMaskThe cullingLayerMask value of the object from which the culling is invoked. The draw command is discarded by the internal culling if the expression (1 << layer) & cullingLayerMask is false. Using this field is optional, use it for performance or other optimization purposes.
cullingPlanesPlanes to cull against.
cullingSplitsThe array of CullingSplit structs.
localToWorldMatrixLocal to world matrix.
lodParametersAdditional resources: LODParameters.
projectionTypeThe projection of the view from which the culling is invoked. Usage example: take different culling paths for orthographic vs perspective views.
receiverPlaneCountThe number of receiver planes.
receiverPlaneOffsetThe index of the first receiver plane in the BatchCullingContext.cullingPlanes array.
sceneCullingMaskUse this bit mask to discard the draw commands in a particular context. A draw command is not discarded if the expression (1 << layer) & sceneCullingMask is true. This field is typically used when rendering Editor previews.
splitExclusionMaskA bitmask that represents the BatchCullingContext.cullingSplits Unity ignores in a BatchDrawCommand struct.
viewIDThe ID of the object from which the culling is invoked. Usage example: store culling-related data for each object.
viewTypeThe type of the view from which the culling is invoked. Usage examples: skip culling, take different culling paths depending on the view type, etc.