Method | Description | |
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Blit ( |
Copies source texture into destination render texture with a shader.
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Blit ( |
Copies source texture into destination render texture with a shader.
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BlitMultiTap ( |
Copies source texture into destination, for multi-tap shader.
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CopyTexture ( |
Copy texture contents.
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CopyTexture ( |
Copy texture contents.
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CopyTexture ( |
Copy texture contents.
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DrawMesh ( |
Draw a mesh.
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DrawMesh ( |
Draw a mesh.
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DrawMesh ( |
Draw a mesh.
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DrawMesh ( |
Draw a mesh.
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
Draw the same mesh multiple times using GPU instancing.
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DrawMeshNow ( |
Draw a mesh immediately.
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DrawMeshNow ( |
Draw a mesh immediately.
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DrawMeshNow ( |
Draw a mesh immediately.
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DrawMeshNow ( |
Draw a mesh immediately.
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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SetRandomWriteTarget ( int index, ComputeBuffer uav, [ preserveCounterValue ) : void |
Set random write target for Shader Model 5.0 level pixel shaders.
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SetRandomWriteTarget ( int index, RenderTexture uav ) : void |
Set random write target for Shader Model 5.0 level pixel shaders.
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SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer ) : void |
Sets current render target.
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SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel ) : void |
Sets current render target.
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SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face ) : void |
Sets current render target.
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SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face, int depthSlice ) : void |
Sets current render target.
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SetRenderTarget ( RenderTargetSetup setup ) : void |
Sets current render target.
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SetRenderTarget ( RenderTexture rt ) : void |
Sets current render target.
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SetRenderTarget ( RenderTexture rt, int mipLevel ) : void |
Sets current render target.
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SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face ) : void |
Sets current render target.
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SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face, int depthSlice ) : void |
Sets current render target.
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Method | Description | |
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Blit ( |
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Blit ( |
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Blit ( |
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CheckLoadActionValid ( RenderBufferLoadAction load, string bufferType ) : void | ||
CheckStoreActionValid ( RenderBufferStoreAction store, string bufferType ) : void | ||
ClearRandomWriteTargets ( ) : void | ||
CopyTexture_Full ( |
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CopyTexture_Region ( |
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CopyTexture_Slice ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMesh ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawMeshInstanced ( |
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DrawProcedural ( MeshTopology topology, int vertexCount ) : void | ||
DrawProcedural ( MeshTopology topology, int vertexCount, [ instanceCount ) : void | ||
DrawProceduralIndirect ( MeshTopology topology, |
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DrawProceduralIndirect ( MeshTopology topology, |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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DrawTexture ( |
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ExecuteCommandBuffer ( |
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GetActiveColorBuffer ( |
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GetActiveDepthBuffer ( |
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INTERNAL_CALL_Internal_DrawMeshNow1 ( |
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INTERNAL_CALL_Internal_DrawMeshNow2 ( |
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Internal_BlitMaterial ( |
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Internal_BlitMultiTap ( |
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Internal_DrawMeshInstanced ( |
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Internal_DrawMeshInstancedList ( |
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Internal_DrawMeshMatrix ( |
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Internal_DrawMeshNow1 ( |
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Internal_DrawMeshNow2 ( |
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Internal_GetMaxDrawMeshInstanceCount ( ) : int | ||
Internal_SetMRTFullSetup ( |
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Internal_SetMRTSimple ( |
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Internal_SetNullRT ( ) : void | ||
Internal_SetRTSimple ( |
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Internal_SetRandomWriteTargetBuffer ( int index, |
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Internal_SetRandomWriteTargetRT ( int index, |
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SetRandomWriteTarget ( int index, |
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SetRenderTargetImpl ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face, int depthSlice ) : void | ||
SetRenderTargetImpl ( RenderTargetSetup setup ) : void | ||
SetRenderTargetImpl ( RenderTexture rt, int mipLevel, CubemapFace face, int depthSlice ) : void | ||
SetupVertexLights ( Light lights ) : void |
public static Blit ( |
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source | Source texture. | |
mat | Material to use. Material's shader could do some post-processing effect, for example. | |
pass | [ | If -1 (default), draws all passes in the material. Otherwise, draws given pass only. |
return | void |
public static Blit ( |
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source | Source texture. | |
dest | Destination RenderTexture, or null to blit directly to screen. | |
mat | Material to use. Material's shader could do some post-processing effect, for example. | |
pass | [ | If -1 (default), draws all passes in the material. Otherwise, draws given pass only. |
return | void |
public static BlitMultiTap ( |
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source | Source texture. | |
dest | Destination RenderTexture, or null to blit directly to screen. | |
mat | Material to use for copying. Material's shader should do some post-processing effect. | |
return | void |
public static CopyTexture ( |
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src | Source texture. | |
dst | Destination texture. | |
return | void |
public static CopyTexture ( |
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src | Source texture. | |
srcElement | int | Source texture element (cubemap face, texture array layer or 3D texture depth slice). |
srcMip | int | Source texture mipmap level. |
dst | Destination texture. | |
dstElement | int | Destination texture element (cubemap face, texture array layer or 3D texture depth slice). |
dstMip | int | Destination texture mipmap level. |
return | void |
public static CopyTexture ( |
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src | Source texture. | |
srcElement | int | Source texture element (cubemap face, texture array layer or 3D texture depth slice). |
srcMip | int | Source texture mipmap level. |
srcX | int | X coordinate of source texture region to copy (left side is zero). |
srcY | int | Y coordinate of source texture region to copy (bottom is zero). |
srcWidth | int | Width of source texture region to copy. |
srcHeight | int | Height of source texture region to copy. |
dst | Destination texture. | |
dstElement | int | Destination texture element (cubemap face, texture array layer or 3D texture depth slice). |
dstMip | int | Destination texture mipmap level. |
dstX | int | X coordinate of where to copy region in destination texture (left side is zero). |
dstY | int | Y coordinate of where to copy region in destination texture (bottom is zero). |
return | void |
public static DrawMesh ( |
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mesh | The Mesh to draw. | |
matrix | Transformation matrix of the mesh (combines position, rotation and other transformations). | |
material | Material to use. | |
layer | int | to use. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. | |
submeshIndex | int | Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. |
properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. | |
castShadows | ShadowCastingMode | Should the mesh cast shadows? |
receiveShadows | [ | Should the mesh receive shadows? |
probeAnchor | [ | If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. |
useLightProbes | [ | Should the mesh use light probes? |
return | void |
public static DrawMesh ( |
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mesh | The Mesh to draw. | |
matrix | Transformation matrix of the mesh (combines position, rotation and other transformations). | |
material | Material to use. | |
layer | int | to use. |
camera | [ | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. |
submeshIndex | [ | Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. |
properties | [ | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. |
castShadows | [ | Should the mesh cast shadows? |
receiveShadows | [ | Should the mesh receive shadows? |
useLightProbes | [ | Should the mesh use light probes? |
return | void |
public static DrawMesh ( |
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mesh | The Mesh to draw. | |
position | Vector3 | Position of the mesh. |
rotation | Rotation of the mesh. | |
material | Material to use. | |
layer | int | to use. |
camera | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. | |
submeshIndex | int | Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. |
properties | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. | |
castShadows | ShadowCastingMode | Should the mesh cast shadows? |
receiveShadows | [ | Should the mesh receive shadows? |
probeAnchor | [ | If used, the mesh will use this Transform's position to sample light probes and find the matching reflection probe. |
useLightProbes | [ | Should the mesh use light probes? |
return | void |
public static DrawMesh ( |
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mesh | The Mesh to draw. | |
position | Vector3 | Position of the mesh. |
rotation | Rotation of the mesh. | |
material | Material to use. | |
layer | int | to use. |
camera | [ | If null (default), the mesh will be drawn in all cameras. Otherwise it will be rendered in the given camera only. |
submeshIndex | [ | Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. |
properties | [ | Additional material properties to apply onto material just before this mesh will be drawn. See MaterialPropertyBlock. |
castShadows | [ | Should the mesh cast shadows? |
receiveShadows | [ | Should the mesh receive shadows? |
useLightProbes | [ | Should the mesh use light probes? |
return | void |
public static DrawMeshInstanced ( |
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mesh | ||
submeshIndex | int | |
material | ||
matrices | List |
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properties | [ | |
castShadows | [ | |
receiveShadows | [ | |
layer | [ | |
camera | [ | |
return | void |
public static DrawMeshInstanced ( |
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mesh | The Mesh to draw. | |
submeshIndex | int | Which subset of the mesh to draw. This applies only to meshes that are composed of several materials. |
material | Material to use. | |
matrices | The array of object transformation matrices. | |
count | [ | The number of instances to be drawn. |
properties | [ | Additional material properties to apply. See MaterialPropertyBlock. |
castShadows | [ | Should the mesh cast shadows? |
receiveShadows | [ | Should the mesh receive shadows? |
layer | [ | to use. |
camera | [ | If null (default), the mesh will be drawn in all cameras. Otherwise it will be drawn in the given camera only. |
return | void |
public static DrawMeshNow ( |
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mesh | The Mesh to draw. | |
matrix | Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. | |
return | void |
public static DrawMeshNow ( |
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mesh | The Mesh to draw. | |
matrix | Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale. | |
materialIndex | int | Subset of the mesh to draw. |
return | void |
public static DrawMeshNow ( |
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mesh | The Mesh to draw. | |
position | Vector3 | Position of the mesh. |
rotation | Rotation of the mesh. | |
return | void |
public static DrawMeshNow ( |
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mesh | The Mesh to draw. | |
position | Vector3 | Position of the mesh. |
rotation | Rotation of the mesh. | |
materialIndex | int | Subset of the mesh to draw. |
return | void |
public static DrawTexture ( |
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screenRect | ||
texture | ||
sourceRect | ||
leftBorder | int | |
rightBorder | int | |
topBorder | int | |
bottomBorder | int | |
color | Color | |
mat | [ | |
pass | [ | |
return | void |
public static DrawTexture ( |
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screenRect | ||
texture | ||
sourceRect | ||
leftBorder | int | |
rightBorder | int | |
topBorder | int | |
bottomBorder | int | |
mat | [ | |
pass | [ | |
return | void |
public static DrawTexture ( |
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screenRect | ||
texture | ||
mat | [ | |
pass | [ | |
return | void |
public static DrawTexture ( |
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screenRect | ||
texture | ||
leftBorder | int | |
rightBorder | int | |
topBorder | int | |
bottomBorder | int | |
mat | [ | |
pass | [ | |
return | void |
public static SetRandomWriteTarget ( int index, ComputeBuffer uav, [ preserveCounterValue ) : void | ||
index | int | Index of the random write target in the shader. |
uav | ComputeBuffer | RenderTexture to set as write target. |
preserveCounterValue | [ | Whether to leave the append/consume counter value unchanged. |
return | void |
public static SetRandomWriteTarget ( int index, RenderTexture uav ) : void | ||
index | int | Index of the random write target in the shader. |
uav | RenderTexture | RenderTexture to set as write target. |
return | void |
public static SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer ) : void | ||
colorBuffer | RenderBuffer | Color buffer to render into. |
depthBuffer | RenderBuffer | Depth buffer to render into. |
return | void |
public static SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel ) : void | ||
colorBuffer | RenderBuffer | Color buffer to render into. |
depthBuffer | RenderBuffer | Depth buffer to render into. |
mipLevel | int | Mipmap level to render into (use 0 if not mipmapped). |
return | void |
public static SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face ) : void | ||
colorBuffer | RenderBuffer | Color buffer to render into. |
depthBuffer | RenderBuffer | Depth buffer to render into. |
mipLevel | int | Mipmap level to render into (use 0 if not mipmapped). |
face | CubemapFace | Cubemap face to render into (use Unknown if not a cubemap). |
return | void |
public static SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face, int depthSlice ) : void | ||
colorBuffer | RenderBuffer | Color buffer to render into. |
depthBuffer | RenderBuffer | Depth buffer to render into. |
mipLevel | int | Mipmap level to render into (use 0 if not mipmapped). |
face | CubemapFace | Cubemap face to render into (use Unknown if not a cubemap). |
depthSlice | int | Depth slice to render into (use 0 if not a 3D or 2DArray render target). |
return | void |
public static SetRenderTarget ( RenderTargetSetup setup ) : void | ||
setup | RenderTargetSetup | Full render target setup information. |
return | void |
public static SetRenderTarget ( RenderTexture rt ) : void | ||
rt | RenderTexture | RenderTexture to set as active render target. |
return | void |
public static SetRenderTarget ( RenderTexture rt, int mipLevel ) : void | ||
rt | RenderTexture | RenderTexture to set as active render target. |
mipLevel | int | Mipmap level to render into (use 0 if not mipmapped). |
return | void |
public static SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face ) : void | ||
rt | RenderTexture | RenderTexture to set as active render target. |
mipLevel | int | Mipmap level to render into (use 0 if not mipmapped). |
face | CubemapFace | Cubemap face to render into (use Unknown if not a cubemap). |
return | void |
public static SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face, int depthSlice ) : void | ||
rt | RenderTexture | RenderTexture to set as active render target. |
mipLevel | int | Mipmap level to render into (use 0 if not mipmapped). |
face | CubemapFace | Cubemap face to render into (use Unknown if not a cubemap). |
depthSlice | int | Depth slice to render into (use 0 if not a 3D or 2DArray render target). |
return | void |