namespace UnityEngine.Rendering.Universal { /// /// Contains the data for general renderer settings. /// public class UniversalRenderingData : ContextItem { /// /// Returns culling results that exposes handles to visible objects, lights and probes. /// You can use this to draw objects with ScriptableRenderContext.DrawRenderers /// /// /// public CullingResults cullResults; // True when cullResults was reused from a previous pass. // Consumers should avoid mutating the culling state. internal bool reuseCullingResult; /// /// True if the pipeline supports dynamic batching. /// This settings doesn't apply when drawing shadow casters. Dynamic batching is always disabled when drawing shadow casters. /// [System.Obsolete("supportsDynamicBatching is obsolete.", true)] public bool supportsDynamicBatching; /// /// Holds per-object data that are requested when drawing /// /// public PerObjectData perObjectData; /// /// The Rendering mode used by the renderer in the current frame. /// Note that this may sometimes be different from what is set in the Renderer asset, /// for example when the hardware not capable of deferred rendering or when doing wireframe rendering. /// public RenderingMode renderingMode { get; internal set; } /// /// The layer mask set on the renderer to filter prepass objects. /// public LayerMask prepassLayerMask { get; internal set; } /// /// The layer mask set on the renderer to filter opaque objects. /// public LayerMask opaqueLayerMask { get; internal set; } /// /// The layer mask set on the renderer to filter transparent objects. /// public LayerMask transparentLayerMask { get; internal set; } /// /// True if the Stencil Lod Cross fade is enabled. /// public bool stencilLodCrossFadeEnabled { get; internal set; } #if URP_SCREEN_SPACE_REFLECTION /// /// True if per-pixel smoothness should be written to the alpha channel of the CameraDepthNormals texture, if it exists. /// Used for screen space reflections. /// public bool writesSmoothnessToDepthNormalsAlpha { get; internal set; } #endif /// public override void Reset() { cullResults = default; reuseCullingResult = default; perObjectData = default; renderingMode = default; stencilLodCrossFadeEnabled = default; prepassLayerMask = -1; opaqueLayerMask = -1; transparentLayerMask = -1; #if URP_SCREEN_SPACE_REFLECTION writesSmoothnessToDepthNormalsAlpha = false; #endif } } }