class in UnityEngine.Experimental.Rendering
/
Hereda de:Object
A declaration of a single color or depth rendering surface to be attached into a RenderPass.
A RenderPassAttachment object identifies a single color or depth rendering surface that can be used with a RenderPass. Note that the RenderPassAttachment object derives from UnityEngine.Object so they do not get garbage collected like normal C# objects. Instead, they are only GC'd when unloading a scene or when Resources.UnloadUnusedAssets() is called. Therefore do not create these objects each frame: Instead, create these objects in the constructor of your rendering class, and reuse those objects each frame.
clearColor | The currently assigned clear color for this attachment. Default is black. |
clearDepth | Currently assigned depth clear value for this attachment. Default value is 1.0. |
clearStencil | Currently assigned stencil clear value for this attachment. Default is 0. |
format | The RenderTextureFormat of this attachment. |
loadAction | The load action to be used on this attachment when the RenderPass starts. |
storeAction | The store action to use with this attachment when the RenderPass ends. Only used when either BindSurface or BindResolveSurface has been called. |
RenderPassAttachment | Create a RenderPassAttachment to be used with RenderPass. |
BindResolveSurface | When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. |
BindSurface | Binds this RenderPassAttachment to the given target surface. |
Clear | When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. |
hideFlags | ¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario? |
name | El nombre del objeto. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Devuelve el nombre del objeto. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Hace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |