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Copy file name to clipboardExpand all lines: com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs
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@@ -9,35 +9,35 @@ namespace UnityEngine.Rendering
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/// </summary>
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publicinterfaceIBitArray
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{
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/// <summary>Number of elements in the bit array.</summary>
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/// <summary>Gets the capacity of this BitArray. This is the number of bits that are usable.</summary>
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uintcapacity{get;}
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/// <summary>True if all bits are 0.</summary>
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/// <summary>Return `true` if all the bits of this BitArray are set to 0. Returns `false` otherwise.</summary>
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boolallFalse{get;}
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/// <summary>True if all bits are 1.</summary>
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/// <summary>Return `true` if all the bits of this BitArray are set to 1. Returns `false` otherwise.</summary>
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boolallTrue{get;}
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/// <summary>
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/// Returns the state of the bit at a specific index.
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/// An indexer that allows access to the bit at a given index. This provides both read and write access.
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/// </summary>
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/// <param name="index">Index of the bit.</param>
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/// <returns>State of the bit at the provided index.</returns>
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boolthis[uintindex]{get;set;}
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/// <summary>Returns the bit array in a humanreadable form.</summary>
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/// <summary>Writes the bits in the array in a human-readable form. This is as a string of 0s and 1s packed by 8 bits. This is useful for debugging.</summary>
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stringhumanizedData{get;}
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/// <summary>
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/// Bit-wise And operation.
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/// Perform an AND bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
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/// </summary>
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/// <param name="other">Bit array with which to the And operation.</param>
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/// <param name="other">BitArray with which to the And operation.</param>
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/// <returns>The resulting bit array.</returns>
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IBitArrayBitAnd(IBitArrayother);
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/// <summary>
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/// Bit-wise Or operation.
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/// Perform an OR bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
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/// </summary>
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/// <param name="other">Bit array with which to the Or operation.</param>
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/// <param name="other">BitArray with which to the Or operation.</param>
Copy file name to clipboardExpand all lines: com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
+22-25Lines changed: 22 additions & 25 deletions
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@@ -318,7 +318,9 @@ public enum FrameSettingsField
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[DebuggerDisplay("{mask.humanizedData}")]
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publicstructFrameSettingsOverrideMask
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{
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/// <summary>Mask of overridden values.</summary>
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/// <summary>Gets the underlying BitArray HDRP uses to store the override mask and thus specific which field is overridden or not.
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/// Note: BitArray128 is implements IBitArray and therefore has the scripting API described below. It is recomended to use the interface as the exact BitArray con evolve from one version of the package to another as the we need more capacity here.
/// if <c>lodBiasMode == LODBiasMode.Fixed</c>, then this value will overwrite <c>QualitySettings.lodBias</c>
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/// if <c>lodBiasMode == LODBiasMode.ScaleQualitySettings</c>, then this value will scale <c>QualitySettings.lodBias</c>
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/// If <c>lodBiasMode</c> is <c>LODBiasMode.Fixed</c>, then this value overwrites <c>QualitySettings.lodBias</c>.
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/// If <c>lodBiasMode</c> is <c>LODBiasMode.ScaleQualitySettings</c>, then this value scales <c>QualitySettings.lodBias</c>.
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/// </summary>
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[SerializeField]
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publicfloatlodBias;
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/// <summary>Define how the <c>QualitySettings.lodBias</c> value is set.</summary>
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/// <summary>Specifies how HDRP calculates <c>QualitySettings.lodBias</c>.</summary>
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[SerializeField]
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publicLODBiasModelodBiasMode;
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/// <summary>The quality level to use when fetching the quality setting value.</summary>
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/// <summary>The quality level the rendering component uses when it fetches the quality setting value.</summary>
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[SerializeField]
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publicintlodBiasQualityLevel;
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/// <summary>
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/// if <c>maximumLODLevelMode == MaximumLODLevelMode.FromQualitySettings</c>, then this value will overwrite <c>QualitySettings.maximumLODLevel</c>
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/// if <c>maximumLODLevelMode == MaximumLODLevelMode.OffsetQualitySettings</c>, then this value will offset <c>QualitySettings.maximumLODLevel</c>
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/// If <c>maximumLODLevelMode</c> is <c>MaximumLODLevelMode.FromQualitySettings</c>, then this value overwrites <c>QualitySettings.maximumLODLevel</c>
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/// If <c>maximumLODLevelMode</c> is <c>MaximumLODLevelMode.OffsetQualitySettings</c>, then this value offsets <c>QualitySettings.maximumLODLevel</c>
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/// </summary>
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[SerializeField]
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publicintmaximumLODLevel;
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/// <summary>Define how the <c>QualitySettings.maximumLODLevel</c> value is set.</summary>
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/// <summary>Specifies how HDRP calculates <c>QualitySettings.maximumLODLevel</c>.</summary>
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[SerializeField]
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publicMaximumLODLevelModemaximumLODLevelMode;
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/// <summary>The quality level to use when fetching the quality setting value.</summary>
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/// <summary>The maximum quality level the rendering component uses when it fetches the quality setting value.</summary>
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[SerializeField]
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publicintmaximumLODLevelQualityLevel;
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/// <summary>
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/// The material quality level to use for this rendering.
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/// if <c>materialQuality == 0</c>, then the material quality from the current quality settings
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/// (in HDRP Asset) will be used.
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/// The material quality level this rendering component uses.
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/// If <c>materialQuality == 0</c>, the rendering component uses the material quality from the current quality settings in the HDRP Asset.
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/// </summary>
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publicMaterialQualitymaterialQuality;
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/// <summary>Helper to see binary saved data on LitShaderMode as a LitShaderMode enum.</summary>
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/// <summary>Specifies the rendering path this rendering component uses. Here you can use the <c>LitShaderMode</c> enum to specify whether the rendering component uses forward or deferred rendering.</summary>
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