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UnityUrpSettings

Struct UnityUrpSettings 

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pub struct UnityUrpSettings {
Show 21 fields pub renderers: Vec<PPtr>, pub default_renderer: i64, pub require_depth_texture: bool, pub require_opaque_texture: bool, pub msaa: i64, pub main_light_mode: i64, pub main_light_shadows: bool, pub additional_lights_mode: i64, pub additional_light_shadows: bool, pub reflection_probe_blending: bool, pub reflection_probe_box_projection: bool, pub reflection_probe_atlas: bool, pub shadow_distance: f32, pub shadow_cascades: u8, pub soft_shadows: bool, pub mixed_lighting: bool, pub light_cookies: bool, pub light_layers: bool, pub lod_cross_fade: bool, pub sh_eval_mode: i64, pub light_probe_system: i64,
}
Expand description

The settings of a Universal Render Pipeline asset as stored (UniversalRenderPipelineAsset, asset version 13; this module’s docs state the verified layout): its renderers and the one cameras use by default, whether it makes the depth and opaque textures, its MSAA sample count, and the lighting and shadow settings that decide which of a pass’s keywords the pipeline sets: the light modes as LightRenderingMode numbers them (0 disabled, 1 per pixel, 2 per vertex) and the shadow cascade count (1 to 4).

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§renderers: Vec<PPtr>

The renderers (m_RendererDataList), each a ScriptableRendererData asset, in the order a camera’s renderer index counts them.

§default_renderer: i64

The index in UnityUrpSettings::renderers of the renderer a camera with renderer index -1 draws with (m_DefaultRendererIndex).

§require_depth_texture: bool

Whether the pipeline makes the camera depth texture (m_RequireDepthTexture), for a camera whose depth texture option is the pipeline’s setting.

§require_opaque_texture: bool

Whether the pipeline makes the camera opaque texture (m_RequireOpaqueTexture), likewise.

§msaa: i64

The MSAA sample count (m_MSAA: 1, 2, 4 or 8).

§main_light_mode: i64

The main light’s rendering mode (m_MainLightRenderingMode).

§main_light_shadows: bool

Whether the main light casts shadows.

§additional_lights_mode: i64

The additional lights’ rendering mode (m_AdditionalLightsRenderingMode).

§additional_light_shadows: bool

Whether additional lights cast shadows.

§reflection_probe_blending: bool

Whether reflection probes blend.

§reflection_probe_box_projection: bool

Whether reflection probes use box projection.

§reflection_probe_atlas: bool

Whether reflection probes are packed into an atlas.

§shadow_distance: f32

m_ShadowDistance.

§shadow_cascades: u8

m_ShadowCascadeCount.

§soft_shadows: bool

Whether soft shadows are supported.

§mixed_lighting: bool

Whether mixed lighting is supported.

§light_cookies: bool

Whether light cookies are supported.

§light_layers: bool

Whether light layers are supported.

§lod_cross_fade: bool

Whether LOD cross-fading is enabled.

§sh_eval_mode: i64

ShEvalMode: 0 auto, 1 per vertex, 2 mixed, 3 per pixel.

§light_probe_system: i64

LightProbeSystem: 0 legacy light probes, 1 probe volumes.

Trait Implementations§

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impl Clone for UnityUrpSettings

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for UnityUrpSettings

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for UnityUrpSettings

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fn eq(&self, other: &Self) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl Serialize for UnityUrpSettings

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for UnityUrpSettings

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Gets the TypeId of self. Read more
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where T: ?Sized,

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fn borrow(&self) -> &T

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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type Owned = T

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type Error = !

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