C# 클래스 TressFX.ATressFXRender

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: kennux/TressFXUnity

공개 프로퍼티들

프로퍼티 타입 설명
g_LineIndicesBuffer UnityEngine.ComputeBuffer
shadowShader UnityEngine.Shader

보호된 프로퍼티들

프로퍼티 타입 설명
_master TressFX
g_TriangleIndicesBuffer UnityEngine.ComputeBuffer
lineMeshes UnityEngine.Mesh[]
shadowMaterial UnityEngine.Material
triangleMeshes UnityEngine.Mesh[]

Private Properties

프로퍼티 타입 설명

공개 메소드들

메소드 설명
Awake ( ) : void
OnDestroy ( ) : void

Raises the destroy event. Releases all resources not needed any more.

Update ( ) : void

보호된 메소드들

메소드 설명
GenerateLineMeshes ( ) : UnityEngine.Mesh[]

Generates the line meshes. Meshes are built of indices. Every vertices x-position will contain a vertex list index.

GenerateTriangleMeshes ( ) : UnityEngine.Mesh[]

Generates the triangle meshes. Meshes are built of indices. Every vertices x-position will contain a triangleindex buffer index.

MatrixToFloatArray ( Matrix4x4 matrix ) : float[]

Convertes a Matrix4x4 to a float array.

RenderShadows ( ) : void

Submits draw calls to unitys rendering system to render hair shadows.

SetSimulationTransformCorrection ( Material mat ) : void

Sets the simulation upscaling correction paramters to the given material.

메소드 상세

Awake() 공개 메소드

public Awake ( ) : void
리턴 void

GenerateLineMeshes() 보호된 메소드

Generates the line meshes. Meshes are built of indices. Every vertices x-position will contain a vertex list index.
protected GenerateLineMeshes ( ) : UnityEngine.Mesh[]
리턴 UnityEngine.Mesh[]

GenerateTriangleMeshes() 보호된 메소드

Generates the triangle meshes. Meshes are built of indices. Every vertices x-position will contain a triangleindex buffer index.
protected GenerateTriangleMeshes ( ) : UnityEngine.Mesh[]
리턴 UnityEngine.Mesh[]

MatrixToFloatArray() 보호된 정적인 메소드

Convertes a Matrix4x4 to a float array.
protected static MatrixToFloatArray ( Matrix4x4 matrix ) : float[]
matrix UnityEngine.Matrix4x4 Matrix.
리턴 float[]

OnDestroy() 공개 메소드

Raises the destroy event. Releases all resources not needed any more.
public OnDestroy ( ) : void
리턴 void

RenderShadows() 보호된 메소드

Submits draw calls to unitys rendering system to render hair shadows.
protected RenderShadows ( ) : void
리턴 void

SetSimulationTransformCorrection() 보호된 메소드

Sets the simulation upscaling correction paramters to the given material.
protected SetSimulationTransformCorrection ( Material mat ) : void
mat UnityEngine.Material
리턴 void

Update() 공개 메소드

public Update ( ) : void
리턴 void

프로퍼티 상세

_master 보호되어 있는 프로퍼티

The TressFX master class.
protected TressFX,TressFX _master
리턴 TressFX

g_LineIndicesBuffer 공개적으로 프로퍼티

The line indices buffer.
public ComputeBuffer,UnityEngine g_LineIndicesBuffer
리턴 UnityEngine.ComputeBuffer

g_TriangleIndicesBuffer 보호되어 있는 프로퍼티

The triangle indices buffer.
protected ComputeBuffer,UnityEngine g_TriangleIndicesBuffer
리턴 UnityEngine.ComputeBuffer

lineMeshes 보호되어 있는 프로퍼티

The line meshes.
protected Mesh[],UnityEngine lineMeshes
리턴 UnityEngine.Mesh[]

shadowMaterial 보호되어 있는 프로퍼티

The shadow material.
protected Material,UnityEngine shadowMaterial
리턴 UnityEngine.Material

shadowShader 공개적으로 프로퍼티

The shadow shader.
public Shader,UnityEngine shadowShader
리턴 UnityEngine.Shader

triangleMeshes 보호되어 있는 프로퍼티

The triangle meshes. Meshes are built of indices. Every vertices x-position will contain a triangleindex buffer index.
protected Mesh[],UnityEngine triangleMeshes
리턴 UnityEngine.Mesh[]