메소드 | 설명 | |
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GetProceduralColor ( string inputName ) : |
Get a named Procedural color property.
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GetProceduralVector ( string inputName ) : |
Get a named Procedural vector property.
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SetProceduralColor ( string inputName, |
Set a named Procedural color property.
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SetProceduralVector ( string inputName, |
Set a named Procedural vector property.
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메소드 | 설명 | |
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CacheProceduralProperty ( string inputName, bool value ) : void | ||
ClearCache ( ) : void | ||
FreezeAndReleaseSourceData ( ) : void | ||
GetGeneratedTexture ( string textureName ) : |
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GetGeneratedTextures ( ) : UnityEngine.Texture[] | ||
GetProceduralBoolean ( string inputName ) : bool | ||
GetProceduralEnum ( string inputName ) : int | ||
GetProceduralFloat ( string inputName ) : float | ||
GetProceduralPropertyDescriptions ( ) : UnityEngine.ProceduralPropertyDescription[] | ||
GetProceduralTexture ( string inputName ) : |
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HasProceduralProperty ( string inputName ) : bool | ||
INTERNAL_CALL_GetProceduralColor ( |
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INTERNAL_CALL_GetProceduralVector ( |
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INTERNAL_CALL_SetProceduralColor ( |
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INTERNAL_CALL_SetProceduralVector ( |
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IsProceduralPropertyCached ( string inputName ) : bool | ||
IsProceduralPropertyVisible ( string inputName ) : bool | ||
ProceduralMaterial ( ) : System | ||
RebuildTextures ( ) : void | ||
RebuildTexturesImmediately ( ) : void | ||
SetProceduralBoolean ( string inputName, bool value ) : void | ||
SetProceduralEnum ( string inputName, int value ) : void | ||
SetProceduralFloat ( string inputName, float value ) : void | ||
SetProceduralTexture ( string inputName, |
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StopRebuilds ( ) : void |
public GetProceduralColor ( string inputName ) : |
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inputName | string | |
리턴 |
public GetProceduralVector ( string inputName ) : |
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inputName | string | |
리턴 |
public SetProceduralColor ( string inputName, |
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inputName | string | |
value | ||
리턴 | void |
public SetProceduralVector ( string inputName, |
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inputName | string | |
value | ||
리턴 | void |