C# Класс UnityEngine.Rendering.CommandBuffer

Наследование: IDisposable
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Открытые методы

Метод Описание
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

Приватные методы

Метод Описание
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

Описание методов

Blit() публичный Метод

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

Blit() публичный Метод

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

Blit() публичный Метод

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

Blit() публичный Метод

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

Blit() публичный Метод

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

Blit() публичный Метод

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

ClearRenderTarget() публичный Метод

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

CommandBuffer() публичный Метод

public CommandBuffer ( ) : System
Результат System

Dispose() публичный Метод

public Dispose ( ) : void
Результат void

DrawMesh() публичный Метод

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

DrawProcedural() публичный Метод

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 [
Результат void

DrawProceduralIndirect() публичный Метод

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 [
Результат void

IssuePluginEvent() публичный Метод

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

Release() публичный Метод

public Release ( ) : void
Результат void

SetGlobalColor() публичный Метод

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

SetGlobalColor() публичный Метод

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

SetGlobalFloat() публичный Метод

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

SetGlobalMatrix() публичный Метод

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

SetGlobalMatrix() публичный Метод

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

SetGlobalTexture() публичный Метод

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

SetGlobalTexture() публичный Метод

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

SetGlobalVector() публичный Метод

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

SetGlobalVector() публичный Метод

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

SetRenderTarget() публичный Метод

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

SetRenderTarget() публичный Метод

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