RenderingLayerMask.GetMask

Declaration

public static uint GetMask(params string[] renderingLayerNames);

Parameters

renderingLayerNames List of layer names to convert to a rendering layer mask.

Returns

uint The rendering layer mask created from the renderingLayerNames.

Description

Given a set of rendering layer names as defined in the Tags and Layers manager, returns the equivalent rendering layer mask for all of them.

using UnityEngine;
using UnityEngine.Rendering;

public class Example : MonoBehaviour { void Start() { Debug.Log(RenderingLayerMask.GetMask("UserLayerA", "UserLayerB")); } }

Note: Suppose UserLayerA and UserLayerB are the tenth and eleventh layers. These will have a Rendering Layer values of 10 and 11. To obtain their layer mask value their names can be passed into GetMask. The argument can either be a list of their names or an array of strings storing their names. In this case the return value will be 2^10 + 2^11 = 3072.


Declaration

public static uint GetMask(ReadOnlySpan<string> renderingLayerNames);

Parameters

renderingLayerNames Span of layer names to convert to a rendering layer mask.

Returns

uint The rendering layer mask created from the renderingLayerNames.

Description

Given a set of rendering layer names as defined in the Tags and Layers manager, returns the equivalent rendering layer mask for all of them.

using System;
using UnityEngine;
using UnityEngine.Rendering;

public class Example : MonoBehaviour { [SerializeField] string[] renderingLayerNames = { "UserLayerA", "UserLayerB" };

void Start() { Debug.Log(RenderingLayerMask.GetMask(new ReadOnlySpan<string>(renderingLayerNames))); } }

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