C# Class UnityEngine.Graphics

ファイルを表示 Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Private Properties

Property Type Description
Blit void
Blit void
Blit void
CheckLoadActionValid void
CheckStoreActionValid void
ClearRandomWriteTargets void
CopyTexture_Full void
CopyTexture_Region void
CopyTexture_Slice void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMesh void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawMeshInstanced void
DrawProcedural void
DrawProcedural void
DrawProceduralIndirect void
DrawProceduralIndirect void
DrawTexture void
DrawTexture void
DrawTexture void
DrawTexture void
DrawTexture void
DrawTexture void
DrawTexture void
DrawTexture void
DrawTexture void
ExecuteCommandBuffer void
GetActiveColorBuffer void
GetActiveDepthBuffer void
INTERNAL_CALL_Internal_DrawMeshNow1 void
INTERNAL_CALL_Internal_DrawMeshNow2 void
Internal_BlitMaterial void
Internal_BlitMultiTap void
Internal_DrawMeshInstanced void
Internal_DrawMeshInstancedList void
Internal_DrawMeshMatrix void
Internal_DrawMeshNow1 void
Internal_DrawMeshNow2 void
Internal_GetMaxDrawMeshInstanceCount int
Internal_SetMRTFullSetup void
Internal_SetMRTSimple void
Internal_SetNullRT void
Internal_SetRTSimple void
Internal_SetRandomWriteTargetBuffer void
Internal_SetRandomWriteTargetRT void
SetRandomWriteTarget void
SetRenderTargetImpl void
SetRenderTargetImpl void
SetRenderTargetImpl void
SetupVertexLights void

Public Methods

Method Description
Blit ( Texture source, Material mat, [ pass ) : void

Copies source texture into destination render texture with a shader.

Blit ( Texture source, RenderTexture dest, Material mat, [ pass ) : void

Copies source texture into destination render texture with a shader.

BlitMultiTap ( Texture source, RenderTexture dest, Material mat ) : void

Copies source texture into destination, for multi-tap shader.

CopyTexture ( Texture src, Texture dst ) : void

Copy texture contents.

CopyTexture ( Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip ) : void

Copy texture contents.

CopyTexture ( Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Texture dst, int dstElement, int dstMip, int dstX, int dstY ) : void

Copy texture contents.

DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [ receiveShadows, [ probeAnchor, [ useLightProbes ) : void

Draw a mesh.

DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, [ camera, [ submeshIndex, [ properties, [ castShadows, [ receiveShadows, [ useLightProbes ) : void

Draw a mesh.

DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [ receiveShadows, [ probeAnchor, [ useLightProbes ) : void

Draw a mesh.

DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, [ camera, [ submeshIndex, [ properties, [ castShadows, [ receiveShadows, [ useLightProbes ) : void

Draw a mesh.

DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, [ properties, [ castShadows, [ receiveShadows, [ layer, [ camera ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, [ count, [ properties, [ castShadows, [ receiveShadows, [ layer, [ camera ) : void

Draw the same mesh multiple times using GPU instancing.

DrawMeshNow ( Mesh mesh, Matrix4x4 matrix ) : void

Draw a mesh immediately.

DrawMeshNow ( Mesh mesh, Matrix4x4 matrix, int materialIndex ) : void

Draw a mesh immediately.

DrawMeshNow ( Mesh mesh, Vector3 position, Quaternion rotation ) : void

Draw a mesh immediately.

DrawMeshNow ( Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex ) : void

Draw a mesh immediately.

DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Color color, [ mat, [ pass ) : void
DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, [ mat, [ pass ) : void
DrawTexture ( Rect screenRect, Texture texture, [ mat, [ pass ) : void
DrawTexture ( Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, [ mat, [ pass ) : void
SetRandomWriteTarget ( int index, ComputeBuffer uav, [ preserveCounterValue ) : void

Set random write target for Shader Model 5.0 level pixel shaders.

SetRandomWriteTarget ( int index, RenderTexture uav ) : void

Set random write target for Shader Model 5.0 level pixel shaders.

SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer ) : void

Sets current render target.

SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel ) : void

Sets current render target.

SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face ) : void

Sets current render target.

SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face, int depthSlice ) : void

Sets current render target.

SetRenderTarget ( RenderTargetSetup setup ) : void

Sets current render target.

SetRenderTarget ( RenderTexture rt ) : void

Sets current render target.

SetRenderTarget ( RenderTexture rt, int mipLevel ) : void

Sets current render target.

SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face ) : void

Sets current render target.

SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face, int depthSlice ) : void

Sets current render target.

Private Methods

Method Description
Blit ( Texture source, Material mat ) : void
Blit ( Texture source, RenderTexture dest ) : void
Blit ( Texture source, RenderTexture dest, Material mat ) : void
CheckLoadActionValid ( RenderBufferLoadAction load, string bufferType ) : void
CheckStoreActionValid ( RenderBufferStoreAction store, string bufferType ) : void
ClearRandomWriteTargets ( ) : void
CopyTexture_Full ( Texture src, Texture dst ) : void
CopyTexture_Region ( Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Texture dst, int dstElement, int dstMip, int dstX, int dstY ) : void
CopyTexture_Slice ( Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows, bool receiveShadows ) : void
DrawMesh ( Mesh mesh, Matrix4x4 matrix, int materialIndex ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows, bool receiveShadows ) : void
DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, int layer ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, int layer ) : void
DrawProcedural ( MeshTopology topology, int vertexCount ) : void
DrawProcedural ( MeshTopology topology, int vertexCount, [ instanceCount ) : void
DrawProceduralIndirect ( MeshTopology topology, ComputeBuffer bufferWithArgs ) : void
DrawProceduralIndirect ( MeshTopology topology, ComputeBuffer bufferWithArgs, [ argsOffset ) : void
DrawTexture ( InternalDrawTextureArguments &arguments ) : void
DrawTexture ( Rect screenRect, Texture texture ) : void
DrawTexture ( Rect screenRect, Texture texture, Material mat ) : void
DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder ) : void
DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Color color ) : void
DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Color color, Material mat ) : void
DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat ) : void
DrawTexture ( Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder ) : void
DrawTexture ( Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat ) : void
ExecuteCommandBuffer ( CommandBuffer buffer ) : void
GetActiveColorBuffer ( RenderBuffer &res ) : void
GetActiveDepthBuffer ( RenderBuffer &res ) : void
INTERNAL_CALL_Internal_DrawMeshNow1 ( Mesh mesh, Vector3 &position, Quaternion &rotation, int materialIndex ) : void
INTERNAL_CALL_Internal_DrawMeshNow2 ( Mesh mesh, Matrix4x4 &matrix, int materialIndex ) : void
Internal_BlitMaterial ( Texture source, RenderTexture dest, Material mat, int pass, bool setRT ) : void
Internal_BlitMultiTap ( Texture source, RenderTexture dest, Material mat, Vector2 offsets ) : void
Internal_DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, int layer, Camera camera ) : void
Internal_DrawMeshInstancedList ( Mesh mesh, int submeshIndex, Material material, object matrixList, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, int layer, Camera camera ) : void
Internal_DrawMeshMatrix ( Internal_DrawMeshMatrixArguments &arguments, MaterialPropertyBlock properties, Material material, Mesh mesh, Camera camera ) : void
Internal_DrawMeshNow1 ( Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex ) : void
Internal_DrawMeshNow2 ( Mesh mesh, Matrix4x4 matrix, int materialIndex ) : void
Internal_GetMaxDrawMeshInstanceCount ( ) : int
Internal_SetMRTFullSetup ( RenderBuffer colorSA, RenderBuffer &depth, int mip, CubemapFace face, int depthSlice, RenderBufferLoadAction colorLoadSA, RenderBufferStoreAction colorStoreSA, RenderBufferLoadAction depthLoad, RenderBufferStoreAction depthStore ) : void
Internal_SetMRTSimple ( RenderBuffer colorSA, RenderBuffer &depth, int mip, CubemapFace face, int depthSlice ) : void
Internal_SetNullRT ( ) : void
Internal_SetRTSimple ( RenderBuffer &color, RenderBuffer &depth, int mip, CubemapFace face, int depthSlice ) : void
Internal_SetRandomWriteTargetBuffer ( int index, ComputeBuffer uav, bool preserveCounterValue ) : void
Internal_SetRandomWriteTargetRT ( int index, RenderTexture uav ) : void
SetRandomWriteTarget ( int index, ComputeBuffer uav ) : void
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

Method Details

Blit() public static method

Copies source texture into destination render texture with a shader.

public static Blit ( Texture source, Material mat, [ pass ) : void
source Texture Source texture.
mat Material 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

Blit() public static method

Copies source texture into destination render texture with a shader.

public static Blit ( Texture source, RenderTexture dest, Material mat, [ pass ) : void
source Texture Source texture.
dest RenderTexture Destination RenderTexture, or null to blit directly to screen.
mat Material 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

BlitMultiTap() public static method

Copies source texture into destination, for multi-tap shader.

public static BlitMultiTap ( Texture source, RenderTexture dest, Material mat ) : void
source Texture Source texture.
dest RenderTexture Destination RenderTexture, or null to blit directly to screen.
mat Material Material to use for copying. Material's shader should do some post-processing effect.
return void

CopyTexture() public static method

Copy texture contents.

public static CopyTexture ( Texture src, Texture dst ) : void
src Texture Source texture.
dst Texture Destination texture.
return void

CopyTexture() public static method

Copy texture contents.

public static CopyTexture ( Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip ) : void
src Texture Source texture.
srcElement int Source texture element (cubemap face, texture array layer or 3D texture depth slice).
srcMip int Source texture mipmap level.
dst Texture 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

CopyTexture() public static method

Copy texture contents.

public static CopyTexture ( Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Texture dst, int dstElement, int dstMip, int dstX, int dstY ) : void
src Texture 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 Texture 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

DrawMesh() public static method

Draw a mesh.

public static DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [ receiveShadows, [ probeAnchor, [ useLightProbes ) : void
mesh Mesh The Mesh to draw.
matrix Matrix4x4 Transformation matrix of the mesh (combines position, rotation and other transformations).
material Material Material to use.
layer int to use.
camera 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 MaterialPropertyBlock 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

DrawMesh() public static method

Draw a mesh.

public static DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, [ camera, [ submeshIndex, [ properties, [ castShadows, [ receiveShadows, [ useLightProbes ) : void
mesh Mesh The Mesh to draw.
matrix Matrix4x4 Transformation matrix of the mesh (combines position, rotation and other transformations).
material 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

DrawMesh() public static method

Draw a mesh.

public static DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [ receiveShadows, [ probeAnchor, [ useLightProbes ) : void
mesh Mesh The Mesh to draw.
position Vector3 Position of the mesh.
rotation Quaternion Rotation of the mesh.
material Material Material to use.
layer int to use.
camera 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 MaterialPropertyBlock 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

DrawMesh() public static method

Draw a mesh.

public static DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, [ camera, [ submeshIndex, [ properties, [ castShadows, [ receiveShadows, [ useLightProbes ) : void
mesh Mesh The Mesh to draw.
position Vector3 Position of the mesh.
rotation Quaternion Rotation of the mesh.
material 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

DrawMeshInstanced() public static method

public static DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, [ properties, [ castShadows, [ receiveShadows, [ layer, [ camera ) : void
mesh Mesh
submeshIndex int
material Material
matrices List
properties [
castShadows [
receiveShadows [
layer [
camera [
return void

DrawMeshInstanced() public static method

Draw the same mesh multiple times using GPU instancing.

public static DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, [ count, [ properties, [ castShadows, [ receiveShadows, [ layer, [ camera ) : void
mesh 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 Material to use.
matrices Matrix4x4 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

DrawMeshNow() public static method

Draw a mesh immediately.

public static DrawMeshNow ( Mesh mesh, Matrix4x4 matrix ) : void
mesh Mesh The Mesh to draw.
matrix Matrix4x4 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

DrawMeshNow() public static method

Draw a mesh immediately.

public static DrawMeshNow ( Mesh mesh, Matrix4x4 matrix, int materialIndex ) : void
mesh Mesh The Mesh to draw.
matrix Matrix4x4 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

DrawMeshNow() public static method

Draw a mesh immediately.

public static DrawMeshNow ( Mesh mesh, Vector3 position, Quaternion rotation ) : void
mesh Mesh The Mesh to draw.
position Vector3 Position of the mesh.
rotation Quaternion Rotation of the mesh.
return void

DrawMeshNow() public static method

Draw a mesh immediately.

public static DrawMeshNow ( Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex ) : void
mesh Mesh The Mesh to draw.
position Vector3 Position of the mesh.
rotation Quaternion Rotation of the mesh.
materialIndex int Subset of the mesh to draw.
return void

DrawTexture() public static method

public static DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Color color, [ mat, [ pass ) : void
screenRect Rect
texture Texture
sourceRect Rect
leftBorder int
rightBorder int
topBorder int
bottomBorder int
color Color
mat [
pass [
return void

DrawTexture() public static method

public static DrawTexture ( Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, [ mat, [ pass ) : void
screenRect Rect
texture Texture
sourceRect Rect
leftBorder int
rightBorder int
topBorder int
bottomBorder int
mat [
pass [
return void

DrawTexture() public static method

public static DrawTexture ( Rect screenRect, Texture texture, [ mat, [ pass ) : void
screenRect Rect
texture Texture
mat [
pass [
return void

DrawTexture() public static method

public static DrawTexture ( Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, [ mat, [ pass ) : void
screenRect Rect
texture Texture
leftBorder int
rightBorder int
topBorder int
bottomBorder int
mat [
pass [
return void

SetRandomWriteTarget() public static method

Set random write target for Shader Model 5.0 level pixel shaders.

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

SetRandomWriteTarget() public static method

Set random write target for Shader Model 5.0 level pixel shaders.

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

SetRenderTarget() public static method

Sets current render target.

public static SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer ) : void
colorBuffer RenderBuffer Color buffer to render into.
depthBuffer RenderBuffer Depth buffer to render into.
return void

SetRenderTarget() public static method

Sets current render target.

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

SetRenderTarget() public static method

Sets current render target.

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

SetRenderTarget() public static method

Sets current render target.

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

SetRenderTarget() public static method

Sets current render target.

public static SetRenderTarget ( RenderTargetSetup setup ) : void
setup RenderTargetSetup Full render target setup information.
return void

SetRenderTarget() public static method

Sets current render target.

public static SetRenderTarget ( RenderTexture rt ) : void
rt RenderTexture RenderTexture to set as active render target.
return void

SetRenderTarget() public static method

Sets current render target.

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

SetRenderTarget() public static method

Sets current render target.

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

SetRenderTarget() public static method

Sets current render target.

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