LayoutCompositor
public sealed class LayoutCompositorComposes multiple source layers into a single logical board RenderTexture. Resolves layout zones, fit/fill modes, layer ordering, opacity, and safe-area margins. Works in two modes:
- Layout mode — driven by a [LEDStudio.LedLayoutAsset](/tools/ledstudio/api/ledstudio-ledlayoutasset/).
Layer properties (Zone, FitMode, Opacity, Priority) always win
over the component's equivalents when a layer binds to a
GameObject component via matching
SourceId. - Components-only mode — no layout asset. Uses each [LEDStudio.LedDataSourceBase](/tools/ledstudio/api/ledstudio-leddatasourcebase/) component's Zone/FitMode/Opacity directly.
Methods
Section titled “Methods”
Compose(RenderTexture, LedCompositionAsset, IReadOnlyList, bool, IReadOnlyList, Color, LedReductionSettings)
Section titled “Compose(RenderTexture, LedCompositionAsset, IReadOnlyList, bool, IReadOnlyList, Color, LedReductionSettings)”public void Compose(RenderTexture target, LedCompositionAsset composition, IReadOnlyList<ILedSource> sourcesByLayer, bool fullFrame, IReadOnlyList<RectInt> dirtyRects, Color backgroundColor = default, LedReductionSettings reductionSettings = default)Composition-mode compose. Sources are index-aligned with the composition’s
layer list and are resolved by LEDStudio.LedSourceManager.
Parameters
| Name | Type | Description |
|---|---|---|
target |
UnityEngine.RenderTexture | |
composition |
LEDStudio.LedCompositionAsset | |
sourcesByLayer |
System.Collections.Generic.IReadOnlyList{LEDStudio.ILedSource} | |
fullFrame |
System.Boolean | |
dirtyRects |
System.Collections.Generic.IReadOnlyList{UnityEngine.RectInt} | |
backgroundColor |
UnityEngine.Color | |
reductionSettings |
LEDStudio.LedReductionSettings | |
ComposeLayerRange(RenderTexture, LedCompositionAsset, IReadOnlyList, int, int, bool, IReadOnlyList, Color, LedReductionSettings, bool)
Section titled “ComposeLayerRange(RenderTexture, LedCompositionAsset, IReadOnlyList, int, int, bool, IReadOnlyList, Color, LedReductionSettings, bool)”public void ComposeLayerRange(RenderTexture target, LedCompositionAsset composition, IReadOnlyList<ILedSource> sourcesByLayer, int firstLayer, int layerCount, bool fullFrame, IReadOnlyList<RectInt> dirtyRects, Color backgroundColor = default, LedReductionSettings reductionSettings = default, bool clearTarget = true)No description is available for this member.
Parameters
| Name | Type | Description |
|---|---|---|
target |
UnityEngine.RenderTexture | |
composition |
LEDStudio.LedCompositionAsset | |
sourcesByLayer |
System.Collections.Generic.IReadOnlyList{LEDStudio.ILedSource} | |
firstLayer |
System.Int32 | |
layerCount |
System.Int32 | |
fullFrame |
System.Boolean | |
dirtyRects |
System.Collections.Generic.IReadOnlyList{UnityEngine.RectInt} | |
backgroundColor |
UnityEngine.Color | |
reductionSettings |
LEDStudio.LedReductionSettings | |
clearTarget |
System.Boolean | |
Compose(RenderTexture, LedLayoutAsset, IReadOnlyDictionary<string, ILedSource>, IReadOnlyList, bool, IReadOnlyList, Color, LedReductionSettings, string)
Section titled “Compose(RenderTexture, LedLayoutAsset, IReadOnlyDictionary<string, ILedSource>, IReadOnlyList, bool, IReadOnlyList, Color, LedReductionSettings, string)”public void Compose(RenderTexture target, LedLayoutAsset layout, IReadOnlyDictionary<string, ILedSource> sourcesById, IReadOnlyList<ILedSource> unboundSources, bool fullFrame, IReadOnlyList<RectInt> dirtyRects, Color backgroundColor = default, LedReductionSettings reductionSettings = default, string activeStateId = "")Layout-mode compose. Each LEDStudio.LedLayoutLayer is
resolved to an LEDStudio.ILedSource via
sourcesById (by SourceId). Layers
without a matching source are skipped.
Parameters
| Name | Type | Description |
|---|---|---|
target |
UnityEngine.RenderTexture | |
layout |
LEDStudio.LedLayoutAsset | |
sourcesById |
System.Collections.Generic.IReadOnlyDictionary{System.String,LEDStudio.ILedSource} | |
unboundSources |
System.Collections.Generic.IReadOnlyList{LEDStudio.ILedSource} | |
fullFrame |
System.Boolean | |
dirtyRects |
System.Collections.Generic.IReadOnlyList{UnityEngine.RectInt} | |
backgroundColor |
UnityEngine.Color | |
reductionSettings |
LEDStudio.LedReductionSettings | |
activeStateId |
System.String | |
ComposeComponentsOnly(RenderTexture, IReadOnlyList, bool, Color, LedReductionSettings)
Section titled “ComposeComponentsOnly(RenderTexture, IReadOnlyList, bool, Color, LedReductionSettings)”public void ComposeComponentsOnly(RenderTexture target, IReadOnlyList<ILedSource> sources, bool fullFrame, Color backgroundColor = default, LedReductionSettings reductionSettings = default)Components-only compose. Each source’s own Zone/FitMode/Opacity is used. Sources are drawn in the priority order supplied by the caller; this method does not re-sort.
Parameters
| Name | Type | Description |
|---|---|---|
target |
UnityEngine.RenderTexture | |
sources |
System.Collections.Generic.IReadOnlyList{LEDStudio.ILedSource} | |
fullFrame |
System.Boolean | |
backgroundColor |
UnityEngine.Color | |
reductionSettings |
LEDStudio.LedReductionSettings | |
ComposeComponentsOnly(RenderTexture, IReadOnlyList, bool, IReadOnlyList, Color, LedReductionSettings)
Section titled “ComposeComponentsOnly(RenderTexture, IReadOnlyList, bool, IReadOnlyList, Color, LedReductionSettings)”public void ComposeComponentsOnly(RenderTexture target, IReadOnlyList<ILedSource> sources, bool fullFrame, IReadOnlyList<RectInt> dirtyRects, Color backgroundColor = default, LedReductionSettings reductionSettings = default)No description is available for this member.
Parameters
| Name | Type | Description |
|---|---|---|
target |
UnityEngine.RenderTexture | |
sources |
System.Collections.Generic.IReadOnlyList{LEDStudio.ILedSource} | |
fullFrame |
System.Boolean | |
dirtyRects |
System.Collections.Generic.IReadOnlyList{UnityEngine.RectInt} | |
backgroundColor |
UnityEngine.Color | |
reductionSettings |
LEDStudio.LedReductionSettings | |
ResetWarningCache()
Section titled “ResetWarningCache()”public void ResetWarningCache()No description is available for this member.
Release()
Section titled “Release()”public void Release()No description is available for this member.