pub struct UnityUrpGlobalSettings {
pub rendering_layer_names: Vec<String>,
pub valid_rendering_layers: u32,
pub settings: Vec<UnityGraphicsSettings>,
}Expand description
Universal RP’s global settings as stored (UniversalRenderPipelineGlobalSettings, m_AssetVersion 10, Universal
RP 17.3): the rendering layers and the graphics settings the pipeline reads its runtime resources and options from.
The settings are [SerializeReference] entries, each stored once in the object’s managed-reference registry with
its class; every one is read to its last byte, so a class whose layout is not verified is refused by name
(verified_graphics_settings lists the verified ones).
Fields§
§rendering_layer_names: Vec<String>m_RenderingLayerNames.
valid_rendering_layers: u32m_ValidRenderingLayers.
settings: Vec<UnityGraphicsSettings>The graphics settings (m_Settings.m_RuntimeSettings.m_List), in the list’s order.
Implementations§
Source§impl UnityUrpGlobalSettings
impl UnityUrpGlobalSettings
Sourcepub fn entry(&self, class: &str) -> Option<&UnityGraphicsSettings>
pub fn entry(&self, class: &str) -> Option<&UnityGraphicsSettings>
The entry of class class, where the list has one (a class is listed once).
Sourcepub fn renderer_resources(&self) -> Option<UnityUrpRendererResources>
pub fn renderer_resources(&self) -> Option<UnityUrpRendererResources>
The Universal Renderer’s runtime shaders, where the settings list them.
Sourcepub fn render_compatibility_mode(&self) -> Option<bool>
pub fn render_compatibility_mode(&self) -> Option<bool>
The stored m_EnableRenderCompatibilityMode of the render graph settings, where the settings list them: whether
the project asks Universal RP to draw without the render graph. A build honours it only where its Universal RP
is compiled with URP_COMPATIBILITY_MODE (crate::player::Player::urp_compatibility_code); without, the
pipeline always draws through the render graph.