Version: 2023.2

GraphicsSettings

class in UnityEngine.Rendering

/

继承自:Object

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描述

Graphics Settings 的脚本接口。

静态变量

allConfiguredRenderPipelinesAn array containing the RenderPipelineAsset instances that describe the default render pipeline and any quality level overrides.
cameraRelativeLightCullingEnable or disable using the camera position as the reference point for culling lights.
cameraRelativeShadowCullingEnable or disable using the camera position as the reference point for culling shadows.
currentRenderPipelineThe RenderPipelineAsset that defines the active render pipeline for the current quality level.
currentRenderPipelineAssetTypeThe type of the currently active RenderPipelineAsset, or null if there's no currently active Asset.
defaultGateFitModeStores the default value for the GateFit property of newly created Cameras.
defaultRenderingLayerMaskStores the default value for the RenderingLayerMask property of newly created Renderers.
defaultRenderPipelineThe RenderPipelineAsset that defines the default render pipeline.
disableBuiltinCustomRenderTextureUpdateDisables the built-in update loop for Custom Render Textures, so that you can write your own update loop.
isScriptableRenderPipelineEnabledIf the value is true, a Scriptable Render Pipeline is active.
lightProbeOutsideHullStrategyDefines 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?
renderPipelineAssetDeprecated, 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)。
videoShadersIncludeModeIf and when to include video shaders in the build.

静态函数

GetCustomShader获取代替内置着色器使用的自定义着色器。
GetGraphicsSettingsProvides a reference to the GraphicSettings object.
GetRenderPipelineSettingsGets the RenderPipelineGlobalSettings asset assigned to the given RenderPipeline asset.
GetSettingsForRenderPipelineGet the registered RenderPipelineGlobalSettings for the given RenderPipeline.
GetShaderMode获取内置着色器模式。
HasShaderDefineReturns true if shader define was set when compiling shaders for current GraphicsTier. Graphics Tiers are only available in the Built-in Render Pipeline.
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。
SubscribeSubscribe to changes of properties in the IRenderPipelineGraphicsSettings.
TryGetCurrentRenderPipelineGlobalSettingsObtains the current active pipeline RenderPipelineGlobalSettings.
TryGetRenderPipelineSettingsGets a IRenderPipelineGraphicsSettings from the GraphicsSettings and returns if the setting is found.
UnsubscribeCancels any subscription to changes of properties of a settings object implemented with the IRenderPipelineGraphicsSettings interface.

继承的成员

变量

hideFlags该对象应该隐藏、随场景一起保存还是由用户修改?
name对象的名称。

公共函数

GetInstanceIDGets the instance ID of the object.
ToString返回对象的名称。

静态函数

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。
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
Instantiate克隆 original 对象并返回克隆对象。

运算符

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。