Méthode | Description | |
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GetColor ( int nameID ) : Color |
Get a named color value.
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GetColor ( string propertyName ) : Color |
Get a named color value.
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GetColorArray ( int nameID ) : Color[] |
Get a named color array.
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GetColorArray ( string name ) : Color[] |
Get a named color array.
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GetColorArray ( int nameID, List |
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GetColorArray ( string name, List |
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GetFloat ( string propertyName ) : float |
Get a named float value.
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GetFloatArray ( int nameID ) : float[] |
Get a named float array.
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GetFloatArray ( string name ) : float[] |
Get a named float array.
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GetFloatArray ( int nameID, List |
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GetFloatArray ( string name, List |
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GetInt ( int nameID ) : int |
Get a named integer value.
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GetInt ( string propertyName ) : int |
Get a named integer value.
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GetMatrix ( int nameID ) : |
Get a named matrix value from the shader.
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GetMatrix ( string propertyName ) : |
Get a named matrix value from the shader.
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GetMatrixArray ( int nameID ) : UnityEngine.Matrix4x4[] |
Get a named matrix array.
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GetMatrixArray ( string name ) : UnityEngine.Matrix4x4[] |
Get a named matrix array.
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GetMatrixArray ( int nameID, List |
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GetMatrixArray ( string name, List |
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GetTexture ( string propertyName ) : |
Get a named texture.
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GetTextureOffset ( string propertyName ) : Vector2 |
Gets the placement offset of texture propertyName.
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GetTextureScale ( string propertyName ) : Vector2 |
Gets the placement scale of texture propertyName.
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GetVector ( int nameID ) : Vector4 |
Get a named vector value.
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GetVector ( string propertyName ) : Vector4 |
Get a named vector value.
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GetVectorArray ( int nameID ) : Vector4[] |
Get a named vector array.
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GetVectorArray ( string name ) : Vector4[] |
Get a named vector array.
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GetVectorArray ( int nameID, List |
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GetVectorArray ( string name, List |
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HasProperty ( string propertyName ) : bool |
Checks if material's shader has a property of a given name.
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Material ( |
Create a temporary Material.
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Material ( |
Create a temporary Material.
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SetBuffer ( int nameID, |
Set a named ComputeBuffer value.
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SetBuffer ( string name, |
Set a named ComputeBuffer value.
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SetColor ( int nameID, Color color ) : void |
Set a named color value.
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SetColor ( string propertyName, Color color ) : void |
Set a named color value.
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SetColorArray ( int nameID, Color values ) : void |
Set a color array property.
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SetColorArray ( int nameID, List |
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SetColorArray ( string name, Color values ) : void |
Set a color array property.
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SetColorArray ( string name, List |
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SetFloat ( string propertyName, float value ) : void |
Set a named float value.
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SetFloatArray ( int nameID, List |
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SetFloatArray ( int nameID, float values ) : void |
Set a float array property.
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SetFloatArray ( string name, List |
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SetFloatArray ( string name, float values ) : void |
Set a float array property.
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SetInt ( int nameID, int value ) : void |
Set a named integer value.
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SetInt ( string propertyName, int value ) : void |
Set a named integer value.
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SetMatrix ( int nameID, |
Set a named matrix for the shader.
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SetMatrix ( string propertyName, |
Set a named matrix for the shader.
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SetMatrixArray ( int nameID, List |
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SetMatrixArray ( int nameID, |
Set a matrix array property.
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SetMatrixArray ( string name, List |
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SetMatrixArray ( string name, |
Set a matrix array property.
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SetTexture ( string propertyName, |
Set a named texture.
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SetTextureOffset ( string propertyName, Vector2 offset ) : void |
Sets the placement offset of texture propertyName.
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SetTextureScale ( string propertyName, Vector2 scale ) : void |
Sets the placement scale of texture propertyName.
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SetVector ( int nameID, Vector4 vector ) : void |
Set a named vector value.
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SetVector ( string propertyName, Vector4 vector ) : void |
Set a named vector value.
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SetVectorArray ( int nameID, List |
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SetVectorArray ( int nameID, Vector4 values ) : void |
Set a vector array property.
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SetVectorArray ( string name, List |
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SetVectorArray ( string name, Vector4 values ) : void |
Set a vector array property.
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Méthode | Description | |
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CopyPropertiesFromMaterial ( |
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Create ( string scriptContents ) : |
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DisableKeyword ( string keyword ) : void | ||
EnableKeyword ( string keyword ) : void | ||
FindPass ( string passName ) : int | ||
GetColorArrayImpl ( int nameID ) : Color[] | ||
GetColorArrayImplList ( int nameID, object list ) : void | ||
GetFloat ( int nameID ) : float | ||
GetFloatArrayImpl ( int nameID ) : float[] | ||
GetFloatArrayImplList ( int nameID, object list ) : void | ||
GetMatrixArrayImpl ( int nameID ) : UnityEngine.Matrix4x4[] | ||
GetMatrixArrayImplList ( int nameID, object list ) : void | ||
GetPassName ( int pass ) : string | ||
GetTag ( string tag, bool searchFallbacks ) : string | ||
GetTag ( string tag, bool searchFallbacks, [ defaultValue ) : string | ||
GetTexture ( int nameID ) : |
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GetVectorArrayImpl ( int nameID ) : Vector4[] | ||
GetVectorArrayImplList ( int nameID, object list ) : void | ||
HasProperty ( int nameID ) : bool | ||
INTERNAL_CALL_GetColor ( |
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INTERNAL_CALL_GetMatrix ( |
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INTERNAL_CALL_SetColor ( |
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INTERNAL_CALL_SetMatrix ( |
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INTERNAL_CALL_SetTextureOffset ( |
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INTERNAL_CALL_SetTextureScale ( |
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Internal_CreateWithMaterial ( [ mono, |
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Internal_CreateWithShader ( [ mono, |
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Internal_CreateWithString ( [ mono, string contents ) : void | ||
Internal_GetTextureScaleAndOffset ( |
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IsKeywordEnabled ( string keyword ) : bool | ||
Lerp ( |
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Material ( string contents ) : System | ||
SetBufferImpl ( int nameID, |
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SetColorArrayImpl ( int nameID, Color values ) : void | ||
SetColorArrayImplList ( int nameID, object values ) : void | ||
SetFloat ( int nameID, float value ) : void | ||
SetFloatArrayImpl ( int nameID, float values ) : void | ||
SetFloatArrayImplList ( int nameID, object values ) : void | ||
SetMatrixArrayImpl ( int nameID, |
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SetMatrixArrayImplList ( int nameID, object values ) : void | ||
SetOverrideTag ( string tag, string val ) : void | ||
SetPass ( int pass ) : bool | ||
SetTexture ( int nameID, |
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SetVectorArrayImpl ( int nameID, Vector4 values ) : void | ||
SetVectorArrayImplList ( int nameID, object values ) : void |
public GetColor ( int nameID ) : Color | ||
nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat | Color |
public GetColor ( string propertyName ) : Color | ||
propertyName | string | The name of the property. |
Résultat | Color |
public GetColorArray ( int nameID ) : Color[] | ||
nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat | Color[] |
public GetColorArray ( string name ) : Color[] | ||
name | string | The name of the property. |
Résultat | Color[] |
public GetColorArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public GetColorArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public GetFloat ( string propertyName ) : float | ||
propertyName | string | The name of the property. |
Résultat | float |
public GetFloatArray ( int nameID ) : float[] | ||
nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat | float[] |
public GetFloatArray ( string name ) : float[] | ||
name | string | The name of the property. |
Résultat | float[] |
public GetFloatArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public GetFloatArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public GetInt ( int nameID ) : int | ||
nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat | int |
public GetInt ( string propertyName ) : int | ||
propertyName | string | The name of the property. |
Résultat | int |
public GetMatrix ( int nameID ) : |
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nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat |
public GetMatrix ( string propertyName ) : |
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propertyName | string | The name of the property. |
Résultat |
public GetMatrixArray ( int nameID ) : UnityEngine.Matrix4x4[] | ||
nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat | UnityEngine.Matrix4x4[] |
public GetMatrixArray ( string name ) : UnityEngine.Matrix4x4[] | ||
name | string | The name of the property. |
Résultat | UnityEngine.Matrix4x4[] |
public GetMatrixArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public GetMatrixArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public GetTexture ( string propertyName ) : |
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propertyName | string | The name of the property. |
Résultat |
public GetTextureOffset ( string propertyName ) : Vector2 | ||
propertyName | string | The name of the property. |
Résultat | Vector2 |
public GetTextureScale ( string propertyName ) : Vector2 | ||
propertyName | string | The name of the property. |
Résultat | Vector2 |
public GetVector ( int nameID ) : Vector4 | ||
nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat | Vector4 |
public GetVector ( string propertyName ) : Vector4 | ||
propertyName | string | The name of the property. |
Résultat | Vector4 |
public GetVectorArray ( int nameID ) : Vector4[] | ||
nameID | int | The name ID of the property retrieved by Shader.PropertyToID. |
Résultat | Vector4[] |
public GetVectorArray ( string name ) : Vector4[] | ||
name | string | The name of the property. |
Résultat | Vector4[] |
public GetVectorArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public GetVectorArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public HasProperty ( string propertyName ) : bool | ||
propertyName | string | |
Résultat | bool |
public Material ( |
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source | Create a material by copying all properties from another material. | |
Résultat | System |
public Material ( |
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shader | Create a material with a given Shader. | |
Résultat | System |
public SetBuffer ( int nameID, |
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nameID | int | Property name ID, use Shader.PropertyToID to get it. |
value | ComputeBuffer value to set. | |
Résultat | void |
public SetBuffer ( string name, |
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name | string | Property name. |
value | ComputeBuffer value to set. | |
Résultat | void |
public SetColor ( int nameID, Color color ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
color | Color | Color value to set. |
Résultat | void |
public SetColor ( string propertyName, Color color ) : void | ||
propertyName | string | Property name, e.g. "_Color". |
color | Color | Color value to set. |
Résultat | void |
public SetColorArray ( int nameID, Color values ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
values | Color | Array of values to set. |
Résultat | void |
public SetColorArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public SetColorArray ( string name, Color values ) : void | ||
name | string | Property name. |
values | Color | Array of values to set. |
Résultat | void |
public SetColorArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public SetFloat ( string propertyName, float value ) : void | ||
propertyName | string | Property name, e.g. "_Glossiness". |
value | float | Float value to set. |
Résultat | void |
public SetFloatArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public SetFloatArray ( int nameID, float values ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
values | float | Array of values to set. |
Résultat | void |
public SetFloatArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public SetFloatArray ( string name, float values ) : void | ||
name | string | Property name. |
values | float | Array of values to set. |
Résultat | void |
public SetInt ( int nameID, int value ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
value | int | Integer value to set. |
Résultat | void |
public SetInt ( string propertyName, int value ) : void | ||
propertyName | string | Property name, e.g. "_SrcBlend". |
value | int | Integer value to set. |
Résultat | void |
public SetMatrix ( int nameID, |
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nameID | int | Property name ID, use Shader.PropertyToID to get it. |
matrix | Matrix value to set. | |
Résultat | void |
public SetMatrix ( string propertyName, |
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propertyName | string | Property name, e.g. "_CubemapRotation". |
matrix | Matrix value to set. | |
Résultat | void |
public SetMatrixArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public SetMatrixArray ( int nameID, |
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nameID | int | Property name ID, use Shader.PropertyToID to get it. |
values | Array of values to set. | |
Résultat | void |
public SetMatrixArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public SetMatrixArray ( string name, |
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name | string | Property name. |
values | Array of values to set. | |
Résultat | void |
public SetTexture ( string propertyName, |
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propertyName | string | Property name, e.g. "_MainTex". |
texture | Texture to set. | |
Résultat | void |
public SetTextureOffset ( string propertyName, Vector2 offset ) : void | ||
propertyName | string | |
offset | Vector2 | |
Résultat | void |
public SetTextureScale ( string propertyName, Vector2 scale ) : void | ||
propertyName | string | |
scale | Vector2 | |
Résultat | void |
public SetVector ( int nameID, Vector4 vector ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
vector | Vector4 | Vector value to set. |
Résultat | void |
public SetVector ( string propertyName, Vector4 vector ) : void | ||
propertyName | string | Property name, e.g. "_WaveAndDistance". |
vector | Vector4 | Vector value to set. |
Résultat | void |
public SetVectorArray ( int nameID, List |
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nameID | int | |
values | List |
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Résultat | void |
public SetVectorArray ( int nameID, Vector4 values ) : void | ||
nameID | int | Property name ID, use Shader.PropertyToID to get it. |
values | Vector4 | Array of values to set. |
Résultat | void |
public SetVectorArray ( string name, List |
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name | string | |
values | List |
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Résultat | void |
public SetVectorArray ( string name, Vector4 values ) : void | ||
name | string | Property name. |
values | Vector4 | Array of values to set. |
Résultat | void |