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Unity Engine


CullingResults

A struct containing the results of a culling operation.
Read time 3 minutesLast updated 6 days ago

Definition

public struct CullingResults : IEquatable<CullingResults>

Remarks

In the Scriptable Render Pipeline, when Unity performs a culling operation, it stores the results in a
CullingResults
struct. This data includes information about visible objects, lights, and reflection probes. Unity uses this data to render objects and process lights. A
CullingResults
struct also provides several functions to aid shadow rendering.
To obtain a
CullingResults
struct, call ScriptableRenderContext.Cull.
A
CullingResults
struct is valid within the scope of a RenderPipeline.Render function; its data goes out of scope when the
Render
function returns. You can use the same
CullingResults
struct multiple times within the same render loop, and you can share a
CullingResults
struct between multiple Cameras if you know that they can see the same objects. This can save on wasted CPU operations, and therefore improve performance.
This example demonstrates how to obtain a
CullingResults
struct, and then pass it to ScriptableRenderContext.DrawRenderers.

Examples

using UnityEngine;using UnityEngine.Rendering;public class ExampleRenderPipeline : RenderPipeline{ public ExampleRenderPipeline() { } protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { // Get the culling parameters from the current camera camera.TryGetCullingParameters(out var cullingParameters); // Schedule the cull operation that populates the CullingResults struct CullingResults cullingResults = context.Cull(ref cullingParameters); // Place code that schedules drawing operations using the <see cref="UnityEngine.Rendering.CullingResults"></see> struct here // See <see cref="UnityEngine.Rendering.ScriptableRenderContext.DrawRenderers"></see> for details and examples // … // Execute all of the scheduled operations, in order context.Submit(); } }}

Properties

Property

Description

lightAndReflectionProbeIndexCountGets the number of per-object light and reflection probe indices.
lightIndexCountGets the number of per-object light indices.
reflectionProbeIndexCountGets the number of per-object reflection probe indices.
visibleLightsArray of visible lights.
visibleOffscreenVertexLightsOff-screen lights that still affect visible vertices.
visibleReflectionProbesArray of visible reflection probes.

Methods

Method

Description

ComputeDirectionalShadowMatricesAndCullingPrimitivesCalculates the view and projection matrices and shadow split data for a directional light.
ComputePointShadowMatricesAndCullingPrimitivesCalculates the view and projection matrices and shadow split data for a point light.
ComputeSpotShadowMatricesAndCullingPrimitivesCalculates the view and projection matrices and shadow split data for a spot light.
FillLightAndReflectionProbeIndicesFills a buffer with per-object light indices.
GetLightIndexMapIf a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.
GetReflectionProbeIndexMapIf a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists.
GetShadowCasterBoundsReturns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges.
SetLightIndexMapIf a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.
SetReflectionProbeIndexMapIf a RenderPipeline sorts or otherwise modifies the VisibleReflectionProbe list, an index remap will be necessary to properly make use of per-object reflection probe lists.