Graphics Settings 的脚本接口。
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 | 在计算 Light 的最终颜色时,是否使用该 Light 的色温。 |
lightsUseLinearIntensity | 如果此属性为 true,Light 强度乘以线性颜色值。如果为 false,则使用伽马颜色值。 |
logWhenShaderIsCompiled | 如果为 true,则在应用程序运行时每编译一次着色器,均会创建一个日志条目。 |
realtimeDirectRectangularAreaLights | 当前的渲染管线能否为矩形面光源渲染直接光照? |
renderPipelineAsset | Deprecated, use GraphicsSettings.defaultRenderPipeline instead. |
transparencySortAxis | 描述方向的轴,将沿此方向测量对象距离,从而进行排序。 |
transparencySortMode | 透明对象排序模式。 |
useScriptableRenderPipelineBatching | 在运行时启用/禁用 SRP 批处理程序(实验性)。 |
videoShadersIncludeMode | If and when to include video shaders in the build. |
GetCustomShader | 获取代替内置着色器使用的自定义着色器。 |
GetGraphicsSettings | Provides a reference to the GraphicSettings object. |
GetSettingsForRenderPipeline | Get the registered RenderPipelineGlobalSettings for the given RenderPipeline. |
GetShaderMode | 获取内置着色器模式。 |
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. |
RegisterRenderPipelineSettings | Register a RenderPipelineGlobalSettings instance for a given RenderPipeline. A RenderPipeline can have only one registered RenderPipelineGlobalSettings instance. |
SetCustomShader | 设置要代替内置着色器使用的自定义着色器。 |
SetShaderMode | 设置内置着色器模式。 |
TryGetCurrentRenderPipelineGlobalSettings | Obtains the current active pipeline RenderPipelineGlobalSettings. |
UnregisterRenderPipelineSettings | The method removes the association between the given RenderPipeline and the RenderPipelineGlobalSettings asset from GraphicsSettings. |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
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 | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |