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RenderingPipeline_Basic Properties

The RenderingPipeline_Basic type exposes the following members.

Properties
 NameDescription
Public propertyAnyData The user data of the component.
(Inherited from Component)
Public propertyBaseType Gets the base type of the object.
(Inherited from Component)
Public propertyStatic memberBrdfLUT 
Public propertyCloneSupport Whether the object supports cloning.
(Inherited from Component)
Public propertyComponents Gets the collection of the child components.
(Inherited from Component)
Public propertyCreatedByBaseType Whether the object is created using a base type.
(Inherited from Component)
Public propertyDebugDirectLighting Whether to add direct lighting to output image.
Public propertyDebugDrawBatchedData Whether to visualize batched data.
Public propertyDebugDrawDecals Whether to display decals.
Public propertyDebugDrawDeferredPass Whether to display objects that are rendered with deferred shading.
Public propertyDebugDrawForwardOpaquePass Whether to display opaque objects, that are drawn with forward rendering.
Public propertyDebugDrawForwardTransparentPass Whether to display transparent objects, that are drawn with forward rendering.
Public propertyDebugDrawLayers Whether to display layers.
Public propertyDebugDrawMeshes Whether to visualize triangle meshes.
Public propertyDebugDrawNotBatchedData Whether to visualize not batched data.
Public propertyDebugDrawShadows Whether to display shadows.
Public propertyDebugDrawSimple3DRenderer Whether to display various auxiliary geometry that is drawn with Simple 3D Renderer.
Public propertyDebugDrawUI Whether to display UI elements.
Public propertyDebugDrawVoxels Whether to visualize voxelized mesh geometry.
Public propertyDebugIndirectLighting Whether to add indirect lighting to output image.
Public propertyDebugMode Specifies the debug mode.
Public propertyDeferredShading Enables the deferred shading. Limited devices (mobile) are not support deferred shading.
(Inherited from RenderingPipeline)
Public propertyDisplacementMappingMaxSteps The maximal number of iterations for the displacement mapping.
Public propertyDisplacementMappingScale The height multiplier for the displacement mapping.
Public propertyDisplayInEditor Whether to show the object in the editor.
(Inherited from Component)
Public propertyDisposed Whether the object is disposed.
(Inherited from Component)
Public propertyEditorDocumentConfiguration Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component)
Public propertyEditorReadOnly Whether the object is read only in the editor.
(Inherited from Component)
Public propertyEditorReadOnlyInHierarchy Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component)
Public propertyEnabled Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component)
Public propertyEnabledInHierarchy Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component)
Public propertyEnabledInHierarchyAndIsInstance Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component)
Public propertyGICascadeDistribution Defines grid cascades distribution of the global illumination.
Public propertyGICascades The number of cascades used for the global illumination calculation.
Public propertyGICascadeVisualize Whether to visualize grid cascades of the global illumination.
Public propertyGIDistance Maximum distance of the global illumination.
Public propertyGIGridSize The size of the 3D grid for the global illumination calculation.
Public propertyGIVoxelizationConservative 
Public propertyHierarchyController Gets the object hierarchy control controller.
(Inherited from Component)
Public propertyHighDynamicRange Enables the high dynamic range rendering. When Auto mode is enabled, HDR is disabled for limited devices (mobile).
(Inherited from RenderingPipeline)
Public propertyIndirectLighting Whether to calculate the indirect lighting. Alternatively, you can use screen space ambient occlusion by using AmbientOcclusion effect component.
Public propertyInstancing Whether to enable GPU instancing to reduce the number of draw calls.
(Inherited from RenderingPipeline)
Public propertyInstancingMaxCount The maximum size of instancing buffer.
(Inherited from RenderingPipeline)
Public propertyIsResource
(Inherited from Component)
Public propertyLightGrid Whether to use an acceleration grid for lights rendering optimization. The grid is disabled on limited devices in Auto mode.
Public propertyLightGridResolution The size of light grid. The light grid is a 3D texture with sizes LightGridResolution * LightGridResolution * 8 * sizeof( Vector4F ).
Public propertyLightMaxCount The max amount of light sources to draw.
Public propertyLightMaxDistance Maximal vilibility distance for spotlight and point lights.
Public propertyLODRange The minimum and maximum levels of detail.
(Inherited from RenderingPipeline)
Public propertyLODScale The distance multiplier when determining the level of detail.
(Inherited from RenderingPipeline)
Public propertyLODScaleShadows The multiplier when determining the level of detail for shadows. Set 100 or more to always use the best LOD for shadows.
(Inherited from RenderingPipeline)
Public propertyMinimumVisibleSizeOfObjects The minimum visible size of object in pixels.
(Inherited from RenderingPipeline)
Public propertyName The name of the component.
(Inherited from Component)
Public propertyNetworkID
(Inherited from Component)
Public propertyNetworkIsClient
(Inherited from Component)
Public propertyNetworkIsServer Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component)
Public propertyNetworkIsSingle
(Inherited from Component)
Public propertyNetworkIsSingleOrClient
(Inherited from Component)
Public propertyNetworkMode Whether to enable synchronization of the component between server and clients.
(Inherited from Component)
Public propertyNetworkModeUsers
(Inherited from Component)
Public propertyOcclusionCullingBufferCullNodes Whether to cull octree nodes by the occlusion culling buffer.
Public propertyOcclusionCullingBufferCullObjects Whether to cull scene objects by the occlusion culling buffer.
Public propertyOcclusionCullingBufferDirectionalLight Whether to use the software occlusion culling buffer to skip invisible objects for directional light shadows.
Public propertyOcclusionCullingBufferMaxOccluders The maximal amount of occluders can be rendered for the frame.
Public propertyOcclusionCullingBufferScene Whether to use the software occlusion culling buffer to skip invisible objects on the screen.
Public propertyOcclusionCullingBufferSize The height of the occlusion culling buffer in pixels.
Public propertyParent Gets the parent object.
(Inherited from Component)
Public propertyParentRoot Gets the parent root object.
(Inherited from Component)
Public propertyProvideColorDepthTextureCopy Whether to provide color and depth data for transparent materials. It need to work for soft particles and refraction effects. When Auto mode is enabled, the mode is disabled on mobile devices.
Public propertyReflection Whether to calculate reflections. Alternatively, you can use screen space reflections by using Reflection effect component.
Public propertyRemoveFromParentQueued Whether the object is placed in the detach queue from the parent.
(Inherited from Component)
Public propertyRemoveTextureTiling The intesity of the technique to remove texture tiling.
Public propertySaveSupport Whether the object supports saving to a file.
(Inherited from Component)
Public propertyScreenLabel The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component)
Public propertySectorsByDistance The amount of groups of objects sorted by the distance. The groups are rendered from near to far by the distance to the camera. The settings mainly helps to calibrate the GPU instancing.
Public propertyShadowDirectionalDistance Rendering range of the shadows for Directional lights.
Public propertyShadowDirectionalLightCascadeDistribution Defines shadow cascades distribution for Directional Lights. The distance of the current cascade, multiplied by this value gives distance to the next cascade.
Public propertyShadowDirectionalLightCascades The number of cascades used for Directional Lights.
Public propertyShadowDirectionalLightCascadeVisualize Whether to visualize shadow cascades for Directional Lights.
Public propertyShadowDirectionalLightExtrusionDistance Maximum distance to camera where shadows from Directional Lights will be cast.
Public propertyShadowDirectionalLightMaxCount Maximum number of Directional Lights that can cast shadows. The current pipeline is not support more than 1 directional light shadow casters.
Public propertyShadowDirectionalLightTextureSize The size of a shadow texture for Directional Lights.
Public propertyShadowIntensity The intensity of the shadows. The Light component also has a Shadow Intensity parameter to configure per light.
Public propertyShadowMaterialOpacityMaskThresholdFactor The multiplier of OpacityMaskThreshold parameter of materials when user for shadow caster generation.
Public propertyShadowObjectVisibilityDistanceFactor The multiplier of shadow visibility distance depending of object visibility distance.
Public propertyShadowPointLightMaxCount Maximum number of point lights, that can cast shadows.
Public propertyShadowPointLightTextureSize The size of a shadow texture for point lights.
Public propertyShadowPointSpotlightDistance Rendering range of the shadows for Point and Spotlights.
Public propertyShadows Whether shadows are enabled.
Public propertyShadowSpotlightMaxCount Maximum number of spotlights, that can cast shadows.
Public propertyShadowSpotlightTextureSize The size of shadow texture for spotlights.
Public propertyShadowStatic Whether to enable the static shadows optimization. Use Shadow Static property of the Light component to configure static shadows.
Public propertySimpleGeometryAntialiasing Enables antialising for simple geometry rendering. When Auto mode is enabled, antialiasing is disabled for limited devices (mobile).
(Inherited from RenderingPipeline)
Public propertyTessellationQuality The quality multiplier of the tessellation.
Public propertyTypeSettingsPrivateObjects Object settings when used as a type.
(Inherited from Component)
Public propertyUseMultiRenderTargets Enables using multi render targets during rendering the frame. It is enabled by default. MRT is not supported on limited devices (mobile).
(Inherited from RenderingPipeline)
Public propertyUseRenderTargets Enables using additional render targets during rendering the frame.
(Inherited from RenderingPipeline)
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See Also