AddGraphicsStatesFromReference
Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
Read time 5 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
AddGraphicsStatesFromReference(GraphicsState, Mesh[], Material[], int, NativeArray<AttachmentDescriptor>, NativeArray<SubPassDescriptor>, int, int, int)
Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
public bool AddGraphicsStatesFromReference(GraphicsStateCollection.GraphicsState refState, Mesh[] meshes, Material[] materials, int samples, NativeArray<AttachmentDescriptor> attachments, NativeArray<SubPassDescriptor> subPasses, int subPassIndex = 0, int depthAttachmentIndex = -1, int shadingRateIndex = -1)
Parameters
The reference GraphicsStateCollection.GraphicsState to use as a template for initializing unspecified values.
An array of meshes to generate graphics states from. This array must be the same length as the array.
materialsAn array of materials specifying the shader variant(s) for each generated graphics state. This array must be the same length as the array.
meshesThe number of samples per pixel in this rendering configuration.
The array of color attachments used in this rendering configuration.
The array containing information of each subpass.
The index of the active subpass in this rendering configuration.
The index of the attachment to be used as the depth/stencil buffer for this rendering configuration.
The index of the attachment to be used as the shading rate image for this rendering configuration.
Returns
Type | Description |
|---|---|
| bool | True if at least one new graphics state was successfully added, false otherwise. |
Remarks
This function operates like GraphicsStateCollection.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided for any fields not determined by the input parameters.
refStateAdditional Resources: GraphicsStateCollection.AddGraphicsStates, GraphicsStateCollection.AddGraphicsStateForVariant, CommandBuffer.BeginRenderPass.
AddGraphicsStatesFromReference(GraphicsState, Mesh[], Material[], GlobalKeyword[], int, NativeArray<AttachmentDescriptor>, NativeArray<SubPassDescriptor>, int, int, int)
Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
public bool AddGraphicsStatesFromReference(GraphicsStateCollection.GraphicsState refState, Mesh[] meshes, Material[] materials, GlobalKeyword[] globalKeywords, int samples, NativeArray<AttachmentDescriptor> attachments, NativeArray<SubPassDescriptor> subPasses, int subPassIndex = 0, int depthAttachmentIndex = -1, int shadingRateIndex = -1)
Parameters
The reference GraphicsStateCollection.GraphicsState to use as a template for initializing unspecified values.
An array of meshes to generate graphics states from. This array must be the same length as the array.
materialsAn array of materials specifying the shader variant(s) for each generated graphics state. This array must be the same length as the array.
meshesAn array of GlobalKeyword objects to use in conjunction with each material's enabled keywords when generating shader variants.
The number of samples per pixel in this rendering configuration.
The array of color attachments used in this rendering configuration.
The array containing information of each subpass.
The index of the active subpass in this rendering configuration.
The index of the attachment to be used as the depth/stencil buffer for this rendering configuration.
The index of the attachment to be used as the shading rate image for this rendering configuration.
Returns
Type | Description |
|---|---|
| bool | True if at least one new graphics state was successfully added, false otherwise. |
Remarks
This function operates like GraphicsStateCollection.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided for any fields not determined by the input parameters.
refStateAdditional Resources: GraphicsStateCollection.AddGraphicsStates, GraphicsStateCollection.AddGraphicsStateForVariant, CommandBuffer.BeginRenderPass.
AddGraphicsStatesFromReference(GraphicsState, Mesh[], Material[])
Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
public bool AddGraphicsStatesFromReference(GraphicsStateCollection.GraphicsState refState, Mesh[] meshes, Material[] materials)
Parameters
The reference GraphicsStateCollection.GraphicsState to use as a template for initializing unspecified values.
An array of meshes to generate graphics states from. This array must be the same length as the array.
materialsAn array of materials specifying the shader variant(s) for each generated graphics state. This array must be the same length as the array.
meshesReturns
Type | Description |
|---|---|
| bool | True if at least one new graphics state was successfully added, false otherwise. |
Remarks
This function operates like GraphicsStateCollection.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided for any fields not determined by the input parameters.
refStateAdditional Resources: GraphicsStateCollection.AddGraphicsStates, GraphicsStateCollection.AddGraphicsStateForVariant, CommandBuffer.BeginRenderPass.
AddGraphicsStatesFromReference(GraphicsState, Mesh[], Material[], GlobalKeyword[])
Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
public bool AddGraphicsStatesFromReference(GraphicsStateCollection.GraphicsState refState, Mesh[] meshes, Material[] materials, GlobalKeyword[] globalKeywords)
Parameters
The reference GraphicsStateCollection.GraphicsState to use as a template for initializing unspecified values.
An array of meshes to generate graphics states from. This array must be the same length as the array.
materialsAn array of materials specifying the shader variant(s) for each generated graphics state. This array must be the same length as the array.
meshesAn array of GlobalKeyword objects to use in conjunction with each material's enabled keywords when generating shader variants.
Returns
Type | Description |
|---|---|
| bool | True if at least one new graphics state was successfully added, false otherwise. |
Remarks
This function operates like GraphicsStateCollection.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided for any fields not determined by the input parameters.
refState