A ScriptableObject to associate with a RenderPipeline and store project-wide settings for that Pipeline.
A single RenderPipelineGlobalSettings instance can be registered to the GraphicsSettings via GraphicsSettings.RegisterRenderPipelineSettings. We recommend to use this ScriptableObject to save RenderPipeline settings you would find in the GraphicsSettings.
using UnityEngine; using UnityEngine.Rendering;
public class ExampleRenderPipelineAsset : RenderPipelineAsset { protected override RenderPipeline CreatePipeline() { return new ExampleRenderPipeline(); } }
public class ExampleRenderPipeline : RenderPipeline { public ExampleRenderPipeline() { var mySettings = ExampleRPGlobalSettings.Create(); ExampleRPGlobalSettings.RegisterToGraphicsSettings(mySettings); }
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { // Do something }
public virtual RenderPipelineGlobalSettings globalSettings { get { return ExampleRPGlobalSettings.instance; } }
protected virtual void Dispose(bool disposing) { ExampleRPGlobalSettings.UnregisterToGraphicsSettings(); } }
public class ExampleRPGlobalSettings : RenderPipelineGlobalSettings { private static ExampleRPGlobalSettings cachedInstance = null; public static ExampleRPGlobalSettings instance { get { if (cachedInstance == null) cachedInstance = GraphicsSettings.GetSettingsForRenderPipeline<ExampleRenderPipeline>() as ExampleRPGlobalSettings; return cachedInstance; } }
public static void RegisterToGraphicsSettings(ExampleRPGlobalSettings newSettings) { GraphicsSettings.RegisterRenderPipelineSettings<ExampleRenderPipeline>(newSettings as RenderPipelineGlobalSettings); cachedInstance = null; }
public static void UnregisterToGraphicsSettings() { GraphicsSettings.UnregisterRenderPipelineSettings<ExampleRenderPipeline>(); cachedInstance = null; }
static public ExampleRPGlobalSettings Create() { ExampleRPGlobalSettings assetCreated = ScriptableObject.CreateInstance<ExampleRPGlobalSettings>(); return assetCreated; } }
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
CreateInstance | 创建脚本化对象的实例。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |