renderingLayerNames | List of layer names to convert to a rendering layer mask. |
uint
The rendering layer mask created from the renderingLayerNames
.
Given a set of rendering layer names as defined in the Tags and Layers manager, returns the equivalent rendering layer mask for all of them.
using UnityEngine; using UnityEngine.Rendering;
public class Example : MonoBehaviour { void Start() { Debug.Log(RenderingLayerMask.GetMask("UserLayerA", "UserLayerB")); } }
Note: Suppose UserLayerA
and UserLayerB
are the tenth and eleventh layers.
These will have a Rendering Layer values of 10 and 11. To obtain their layer mask value
their names can be passed into GetMask. The argument can either be a
list of their names or an array of strings storing their names. In this case the
return value will be 2^10 + 2^11 = 3072.
renderingLayerNames | Span of layer names to convert to a rendering layer mask. |
uint
The rendering layer mask created from the renderingLayerNames
.
Given a set of rendering layer names as defined in the Tags and Layers manager, returns the equivalent rendering layer mask for all of them.
using System; using UnityEngine; using UnityEngine.Rendering;
public class Example : MonoBehaviour { [SerializeField] string[] renderingLayerNames = { "UserLayerA", "UserLayerB" };
void Start() { Debug.Log(RenderingLayerMask.GetMask(new ReadOnlySpan<string>(renderingLayerNames))); } }