C# Class UnityEngine.Rendering.CommandBuffer

Inheritance: IDisposable
ファイルを表示 Open project: randomize/VimConfig Class Usage Examples

Public Methods

Method Description
Blit ( RenderTargetIdentifier source, RenderTargetIdentifier dest ) : void
Blit ( RenderTargetIdentifier source, RenderTargetIdentifier dest, Material mat ) : void
Blit ( RenderTargetIdentifier source, RenderTargetIdentifier dest, Material mat, int pass ) : void
Blit ( Texture source, RenderTargetIdentifier dest ) : void
Blit ( Texture source, RenderTargetIdentifier dest, Material mat ) : void
Blit ( Texture source, RenderTargetIdentifier dest, Material mat, int pass ) : void
ClearRenderTarget ( bool clearDepth, bool clearColor, System.Color backgroundColor, [ depth ) : void
CommandBuffer ( ) : System
Dispose ( ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, [ submeshIndex, [ shaderPass, [ properties ) : void
DrawProcedural ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, [ instanceCount, [ properties ) : void
DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, [ argsOffset, [ properties ) : void
IssuePluginEvent ( IntPtr callback, int eventID ) : void
Release ( ) : void
SetGlobalColor ( int nameID, System.Color value ) : void
SetGlobalColor ( string name, System.Color value ) : void
SetGlobalFloat ( string name, float value ) : void
SetGlobalMatrix ( int nameID, Matrix4x4 value ) : void
SetGlobalMatrix ( string name, Matrix4x4 value ) : void
SetGlobalTexture ( int nameID, RenderTargetIdentifier value ) : void
SetGlobalTexture ( string name, RenderTargetIdentifier value ) : void
SetGlobalVector ( int nameID, System.Vector4 value ) : void
SetGlobalVector ( string name, System.Vector4 value ) : void
SetRenderTarget ( RenderTargetIdentifier rt ) : void
SetRenderTarget ( RenderTargetIdentifier color, RenderTargetIdentifier depth ) : void

Private Methods

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

Method Details

Blit() public method

public Blit ( RenderTargetIdentifier source, RenderTargetIdentifier dest ) : void
source RenderTargetIdentifier
dest RenderTargetIdentifier
return void

Blit() public method

public Blit ( RenderTargetIdentifier source, RenderTargetIdentifier dest, Material mat ) : void
source RenderTargetIdentifier
dest RenderTargetIdentifier
mat Material
return void

Blit() public method

public Blit ( RenderTargetIdentifier source, RenderTargetIdentifier dest, Material mat, int pass ) : void
source RenderTargetIdentifier
dest RenderTargetIdentifier
mat Material
pass int
return void

Blit() public method

public Blit ( Texture source, RenderTargetIdentifier dest ) : void
source Texture
dest RenderTargetIdentifier
return void

Blit() public method

public Blit ( Texture source, RenderTargetIdentifier dest, Material mat ) : void
source Texture
dest RenderTargetIdentifier
mat Material
return void

Blit() public method

public Blit ( Texture source, RenderTargetIdentifier dest, Material mat, int pass ) : void
source Texture
dest RenderTargetIdentifier
mat Material
pass int
return void

ClearRenderTarget() public method

public ClearRenderTarget ( bool clearDepth, bool clearColor, System.Color backgroundColor, [ depth ) : void
clearDepth bool
clearColor bool
backgroundColor System.Color
depth [
return void

CommandBuffer() public method

public CommandBuffer ( ) : System
return System

Dispose() public method

public Dispose ( ) : void
return void

DrawMesh() public method

public DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, [ submeshIndex, [ shaderPass, [ properties ) : void
mesh Mesh
matrix Matrix4x4
material Material
submeshIndex [
shaderPass [
properties [
return void

DrawProcedural() public method

public DrawProcedural ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, int vertexCount, [ instanceCount, [ properties ) : void
matrix Matrix4x4
material Material
shaderPass int
topology MeshTopology
vertexCount int
instanceCount [
properties [
return void

DrawProceduralIndirect() public method

public DrawProceduralIndirect ( Matrix4x4 matrix, Material material, int shaderPass, MeshTopology topology, ComputeBuffer bufferWithArgs, [ argsOffset, [ properties ) : void
matrix Matrix4x4
material Material
shaderPass int
topology MeshTopology
bufferWithArgs ComputeBuffer
argsOffset [
properties [
return void

IssuePluginEvent() public method

public IssuePluginEvent ( IntPtr callback, int eventID ) : void
callback System.IntPtr
eventID int
return void

Release() public method

public Release ( ) : void
return void

SetGlobalColor() public method

public SetGlobalColor ( int nameID, System.Color value ) : void
nameID int
value System.Color
return void

SetGlobalColor() public method

public SetGlobalColor ( string name, System.Color value ) : void
name string
value System.Color
return void

SetGlobalFloat() public method

public SetGlobalFloat ( string name, float value ) : void
name string
value float
return void

SetGlobalMatrix() public method

public SetGlobalMatrix ( int nameID, Matrix4x4 value ) : void
nameID int
value Matrix4x4
return void

SetGlobalMatrix() public method

public SetGlobalMatrix ( string name, Matrix4x4 value ) : void
name string
value Matrix4x4
return void

SetGlobalTexture() public method

public SetGlobalTexture ( int nameID, RenderTargetIdentifier value ) : void
nameID int
value RenderTargetIdentifier
return void

SetGlobalTexture() public method

public SetGlobalTexture ( string name, RenderTargetIdentifier value ) : void
name string
value RenderTargetIdentifier
return void

SetGlobalVector() public method

public SetGlobalVector ( int nameID, System.Vector4 value ) : void
nameID int
value System.Vector4
return void

SetGlobalVector() public method

public SetGlobalVector ( string name, System.Vector4 value ) : void
name string
value System.Vector4
return void

SetRenderTarget() public method

public SetRenderTarget ( RenderTargetIdentifier rt ) : void
rt RenderTargetIdentifier
return void

SetRenderTarget() public method

public SetRenderTarget ( RenderTargetIdentifier color, RenderTargetIdentifier depth ) : void
color RenderTargetIdentifier
depth RenderTargetIdentifier
return void