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2026-07-16 21:49:59 +01:00
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Contains the data for general renderer settings.
/// </summary>
public class UniversalRenderingData : ContextItem
{
/// <summary>
/// Returns culling results that exposes handles to visible objects, lights and probes.
/// You can use this to draw objects with <c>ScriptableRenderContext.DrawRenderers</c>
/// <see cref="CullingResults"/>
/// <seealso cref="ScriptableRenderContext"/>
/// </summary>
public CullingResults cullResults;
/// <summary>
/// True if the pipeline supports dynamic batching.
/// This settings doesn't apply when drawing shadow casters. Dynamic batching is always disabled when drawing shadow casters.
/// </summary>
public bool supportsDynamicBatching;
/// <summary>
/// Holds per-object data that are requested when drawing
/// <see cref="PerObjectData"/>
/// </summary>
public PerObjectData perObjectData;
/// <summary>
/// The Rendering mode used by the renderer in the current frame.
/// Note that this may sometimes be different from what is set in the Renderer asset,
/// for example when the hardware not capable of deferred rendering or when doing wireframe rendering.
/// </summary>
public RenderingMode renderingMode { get; internal set; }
/// <summary>
/// The layer mask set on the renderer to filter prepass objects.
/// </summary>
public LayerMask prepassLayerMask { get; internal set; }
/// <summary>
/// The layer mask set on the renderer to filter opaque objects.
/// </summary>
public LayerMask opaqueLayerMask { get; internal set; }
/// <summary>
/// The layer mask set on the renderer to filter transparent objects.
/// </summary>
public LayerMask transparentLayerMask { get; internal set; }
/// <summary>
/// True if the Stencil Lod Cross fade is enabled.
/// </summary>
public bool stencilLodCrossFadeEnabled { get; internal set; }
/// <inheritdoc/>
public override void Reset()
{
cullResults = default;
supportsDynamicBatching = default;
perObjectData = default;
renderingMode = default;
stencilLodCrossFadeEnabled = default;
prepassLayerMask = -1;
opaqueLayerMask = -1;
transparentLayerMask = -1;
}
}
}