class="hljs-ln-code"> class="hljs-ln-line">using UnityEngine.Rendering; class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="3"> class="hljs-ln-code"> class="hljs-ln-line"> class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="4"> class="hljs-ln-code"> class="hljs-ln-line">public class RenderPipelineChecker : MonoBehaviour class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="5"> class="hljs-ln-code"> class="hljs-ln-line">{ class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="6"> class="hljs-ln-code"> class="hljs-ln-line"> void Start() class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="7"> class="hljs-ln-code"> class="hljs-ln-line"> { class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="8"> class="hljs-ln-code"> class="hljs-ln-line"> if (GraphicsSettings.renderPipelineAsset == null) class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="9"> class="hljs-ln-code"> class="hljs-ln-line"> { class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="10"> class="hljs-ln-code"> class="hljs-ln-line"> Debug.Log("Current Render Pipeline: Built-in Render Pipeline"); class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="11"> class="hljs-ln-code"> class="hljs-ln-line"> } class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="12"> class="hljs-ln-code"> class="hljs-ln-line"> else if (GraphicsSettings.renderPipelineAsset is UniversalRenderPipelineAsset) class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="13"> class="hljs-ln-code"> class="hljs-ln-line"> { class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="14"> class="hljs-ln-code"> class="hljs-ln-line"> Debug.Log("Current Render Pipeline: URP (Universal Render Pipeline)"); class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="15"> class="hljs-ln-code"> class="hljs-ln-line"> } class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="16"> class="hljs-ln-code"> class="hljs-ln-line"> else if (GraphicsSettings.renderPipelineAsset is HDRenderPipelineAsset) class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="17"> class="hljs-ln-code"> class="hljs-ln-line"> { class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="18"> class="hljs-ln-code"> class="hljs-ln-line"> Debug.Log("Current Render Pipeline: HDRP (High Definition Render Pipeline)"); class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="19"> class="hljs-ln-code"> class="hljs-ln-line"> } class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="20"> class="hljs-ln-code"> class="hljs-ln-line"> else class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="21"> class="hljs-ln-code"> class="hljs-ln-line"> { class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="22"> class="hljs-ln-code"> class="hljs-ln-line"> Debug.Log("Current Render Pipeline: Custom or Unknown"); class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="23"> class="hljs-ln-code"> class="hljs-ln-line"> } class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="24"> class="hljs-ln-code"> class="hljs-ln-line"> } class="hljs-ln-numbers"> class="hljs-ln-line hljs-ln-n" data-line-number="25"> class="hljs-ln-code"> class="hljs-ln-line">} class="hide-preCode-box">
class="hljs-button signin active add_def" data-title="登录复制" data-report-click="{"spm":"1001.2101.3001.4334"}" onclick="hljs.signin(event)">
运行游戏时,Console 会输出当前的渲染管线。
总结
- 内置管线:
GraphicsSettings
中的 Scriptable Render Pipeline Settings
为空,Shader 显示为 Standard
。 - URP:
GraphicsSettings
引用的是 UniversalRenderPipelineAsset
,Shader 通常是 Universal Render Pipeline/Lit
。 - HDRP:
GraphicsSettings
引用的是 HDRenderPipelineAsset
,Shader 通常是 HDRP/Lit
。
系列文章:
1. 《初识渲染管线》
2. 《如何选择渲染管线?》
3. 《如何查看当前项目使用的渲染管线?》
4. 《如何在BRP和URP管线之间切换?》
>>
评论记录:
回复评论: