Méthode |
Description |
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Blit_Identifier ( RenderTargetIdentifier &source, RenderTargetIdentifier &dest ) : void |
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Blit_Identifier ( RenderTargetIdentifier &source, RenderTargetIdentifier &dest, Material mat ) : void |
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Blit_Identifier ( RenderTargetIdentifier &source, RenderTargetIdentifier &dest, [ mat, [ pass ) : void |
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Blit_Texture ( Texture source, RenderTargetIdentifier &dest, Material mat, int pass ) : void |
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Clear ( ) : void |
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ClearRenderTarget ( bool clearDepth, bool clearColor, System.Color backgroundColor ) : void |
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Dispose ( bool disposing ) : void |
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DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material ) : void |
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DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex ) : void |
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DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int submeshIndex, int shaderPass ) : void |
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DrawProcedural ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount ) : void |
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DrawProcedural ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount ) : void |
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DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs ) : void |
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DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset ) : void |
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DrawRenderer ( Renderer renderer, Material material ) : void |
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DrawRenderer ( Renderer renderer, Material material, [ submeshIndex, [ shaderPass ) : void |
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DrawRenderer ( Renderer renderer, Material material, int submeshIndex ) : void |
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GetTemporaryRT ( int nameID, int width, int height ) : void |
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GetTemporaryRT ( int nameID, int width, int height, [ depthBuffer, [ filter, [ format, [ readWrite, [ antiAliasing ) : void |
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GetTemporaryRT ( int nameID, int width, int height, int depthBuffer ) : void |
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GetTemporaryRT ( int nameID, int width, int height, int depthBuffer, FilterMode filter ) : void |
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GetTemporaryRT ( int nameID, int width, int height, int depthBuffer, FilterMode filter, RenderTextureFormat format ) : void |
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GetTemporaryRT ( int nameID, int width, int height, int depthBuffer, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite ) : void |
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INTERNAL_CALL_ClearRenderTarget ( CommandBuffer self, bool clearDepth, bool clearColor, System.Color &backgroundColor, float depth ) : void |
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INTERNAL_CALL_DrawMesh ( CommandBuffer self, Mesh mesh, Matrix4x4 &matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties ) : void |
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INTERNAL_CALL_DrawProcedural ( CommandBuffer self, Matrix4x4 &matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties ) : void |
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INTERNAL_CALL_DrawProceduralIndirect ( CommandBuffer self, Matrix4x4 &matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties ) : void |
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INTERNAL_CALL_SetGlobalColor ( CommandBuffer self, int nameID, System.Color &value ) : void |
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INTERNAL_CALL_SetGlobalMatrix ( CommandBuffer self, int nameID, Matrix4x4 &value ) : void |
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INTERNAL_CALL_SetGlobalVector ( CommandBuffer self, int nameID, System.Vector4 &value ) : void |
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InitBuffer ( CommandBuffer buf ) : void |
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IssuePluginEventInternal ( IntPtr callback, int eventID ) : void |
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ReleaseBuffer ( ) : void |
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ReleaseTemporaryRT ( int nameID ) : void |
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SetGlobalFloat ( int nameID, float value ) : void |
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SetGlobalTexture_Impl ( int nameID, RenderTargetIdentifier &rt ) : void |
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SetRenderTarget_ColDepth ( RenderTargetIdentifier &color, RenderTargetIdentifier &depth ) : void |
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SetRenderTarget_Multiple ( RenderTargetIdentifier color, RenderTargetIdentifier &depth ) : void |
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SetRenderTarget_Single ( RenderTargetIdentifier &rt ) : void |
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