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Unity Engine


AddGraphicsStatesFromReference

Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
Read time 4 minutesLast updated 10 days ago

Definition

AddGraphicsStatesFromReference(GraphicsStateCollection, GraphicsState, VisualEffectAsset[], 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 static bool AddGraphicsStatesFromReference(this GraphicsStateCollection graphicsStateCollection, GraphicsStateCollection.GraphicsState refState, VisualEffectAsset[] visualEffectAssets, int samples, NativeArray<AttachmentDescriptor> attachments, NativeArray<SubPassDescriptor> subPasses, int subPassIndex = 0, int depthAttachmentIndex = -1, int shadingRateIndex = -1)

Parameters

graphicsStateCollection

The GraphicsStateCollection in which to add the graphics state.

The reference GraphicsState to use as a template for initializing unspecified values.

visualEffectAssets

An array of VisualEffectAsset files to scan for each unique mesh and shader pairs.

samples

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.

subPassIndex

The index of the active subpass in this rendering configuration.

depthAttachmentIndex

The index of the attachment to be used as the depth/stencil buffer for this rendering configuration.

shadingRateIndex

The index of the attachment to be used as the shading rate image for this rendering configuration.

Returns

Type

Description

boolTrue if at least one new graphics state was successfully added, false otherwise.

Remarks

This function operates like VFXGraphicsStateCollectionBindings.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided
refState
for any fields not determined by the input parameters.

AddGraphicsStatesFromReference(GraphicsStateCollection, GraphicsState, VisualEffectAsset[], 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 static bool AddGraphicsStatesFromReference(this GraphicsStateCollection graphicsStateCollection, GraphicsStateCollection.GraphicsState refState, VisualEffectAsset[] visualEffectAssets, GlobalKeyword[] globalKeywords, int samples, NativeArray<AttachmentDescriptor> attachments, NativeArray<SubPassDescriptor> subPasses, int subPassIndex = 0, int depthAttachmentIndex = -1, int shadingRateIndex = -1)

Parameters

graphicsStateCollection

The GraphicsStateCollection in which to add the graphics state.

The reference GraphicsState to use as a template for initializing unspecified values.

visualEffectAssets

An array of VisualEffectAsset files to scan for each unique mesh and shader pairs.

globalKeywords

An array of GlobalKeyword objects to use in conjunction with each material's enabled keywords when generating shader variants.

samples

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.

subPassIndex

The index of the active subpass in this rendering configuration.

depthAttachmentIndex

The index of the attachment to be used as the depth/stencil buffer for this rendering configuration.

shadingRateIndex

The index of the attachment to be used as the shading rate image for this rendering configuration.

Returns

Type

Description

boolTrue if at least one new graphics state was successfully added, false otherwise.

Remarks

This function operates like VFXGraphicsStateCollectionBindings.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided
refState
for any fields not determined by the input parameters.

AddGraphicsStatesFromReference(GraphicsStateCollection, GraphicsState, VisualEffectAsset[])

Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
public static bool AddGraphicsStatesFromReference(this GraphicsStateCollection graphicsStateCollection, GraphicsStateCollection.GraphicsState refState, VisualEffectAsset[] visualEffectAssets)

Parameters

graphicsStateCollection

The GraphicsStateCollection in which to add the graphics state.

The reference GraphicsState to use as a template for initializing unspecified values.

visualEffectAssets

An array of VisualEffectAsset files to scan for each unique mesh and shader pairs.

Returns

Type

Description

boolTrue if at least one new graphics state was successfully added, false otherwise.

Remarks

This function operates like VFXGraphicsStateCollectionBindings.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided
refState
for any fields not determined by the input parameters.

AddGraphicsStatesFromReference(GraphicsStateCollection, GraphicsState, VisualEffectAsset[], GlobalKeyword[])

Generates and adds new graphics states from arrays of assets, using a reference graphics state to initialize unspecified values.
public static bool AddGraphicsStatesFromReference(this GraphicsStateCollection graphicsStateCollection, GraphicsStateCollection.GraphicsState refState, VisualEffectAsset[] visualEffectAssets, GlobalKeyword[] globalKeywords)

Parameters

graphicsStateCollection

The GraphicsStateCollection in which to add the graphics state.

The reference GraphicsState to use as a template for initializing unspecified values.

visualEffectAssets

An array of VisualEffectAsset files to scan for each unique mesh and shader pairs.

globalKeywords

An array of GlobalKeyword objects to use in conjunction with each material's enabled keywords when generating shader variants.

Returns

Type

Description

boolTrue if at least one new graphics state was successfully added, false otherwise.

Remarks

This function operates like VFXGraphicsStateCollectionBindings.AddGraphicsStates, but instead of using default values for GraphicsStateCollection.GraphicsState fields, it copies values from the provided
refState
for any fields not determined by the input parameters.