C# Class UnityEditor.ShaderUtil

显示文件 Open project: CarlosHBC/UnityDecompiled Class Usage Examples

Private Properties

Property Type Description
AddNewShaderToCollection bool
ApplyMaterialPropertyBlockToMaterialProperty void
ApplyMaterialPropertyToMaterialPropertyBlock void
ApplyProperty void
CalculateFogStrippingFromCurrentScene void
CalculateLightmapStrippingFromCurrentScene void
ClearCurrentShaderVariantCollection void
CreateShaderAsset UnityEngine.Shader
DoesIgnoreProjector bool
FetchCachedErrors void
GetAvailableShaderCompilerPlatforms int
GetComboCount int
GetComputeShaderErrorCount int
GetComputeShaderErrors UnityEditor.ShaderError[]
GetCurrentShaderVariantCollectionShaderCount int
GetCurrentShaderVariantCollectionVariantCount int
GetDependency string
GetLOD int
GetMaterialProperties UnityEditor.MaterialProperty[]
GetMaterialProperty MaterialProperty
GetMaterialProperty MaterialProperty
GetMaterialProperty_Index MaterialProperty
GetMaterialRawRenderQueue int
GetPropertyCount int
GetPropertyDescription string
GetPropertyName string
GetPropertyType ShaderPropertyType
GetRangeLimits float
GetRenderQueue int
GetShaderErrorCount int
GetShaderErrors UnityEditor.ShaderError[]
GetShaderPropertyAttributes string[]
GetShaderVariantEntries void
GetTexDim TextureDimension
GetTextureBindingIndex int
HasFixedFunctionShaders bool
HasInstancing bool
HasShaderSnippets bool
HasShadowCasterPass bool
HasSurfaceShaders bool
HasTangentChannel bool
INTERNAL_get_rawScissorRect void
INTERNAL_get_rawViewportRect void
INTERNAL_set_rawScissorRect void
INTERNAL_set_rawViewportRect void
IsShaderPropertyHidden bool
MaterialsUseInstancingShader bool
OpenCompiledComputeShader void
OpenCompiledShader void
OpenGeneratedFixedFunctionShader void
OpenParsedSurfaceShader void
OpenShaderCombinations void
OpenShaderSnippets void
OpenSystemShaderIncludeError void
RecreateGfxDevice void
RecreateSkinnedMeshResources void
ReloadAllShaders void
SaveCurrentShaderVariantCollection void
UpdateShaderAsset void

Private Methods

Method Description
AddNewShaderToCollection ( Shader shader, ShaderVariantCollection collection ) : bool
ApplyMaterialPropertyBlockToMaterialProperty ( MaterialPropertyBlock propertyBlock, MaterialProperty materialProperty ) : void
ApplyMaterialPropertyToMaterialPropertyBlock ( MaterialProperty materialProperty, int propertyMask, MaterialPropertyBlock propertyBlock ) : void
ApplyProperty ( MaterialProperty prop, int propertyMask, string undoName ) : void
CalculateFogStrippingFromCurrentScene ( ) : void
CalculateLightmapStrippingFromCurrentScene ( ) : void
ClearCurrentShaderVariantCollection ( ) : void
CreateShaderAsset ( string source ) : Shader
DoesIgnoreProjector ( Shader s ) : bool
FetchCachedErrors ( Shader s ) : void
GetAvailableShaderCompilerPlatforms ( ) : int
GetComboCount ( Shader s, bool usedBySceneOnly ) : int
GetComputeShaderErrorCount ( ComputeShader s ) : int
GetComputeShaderErrors ( ComputeShader s ) : UnityEditor.ShaderError[]
GetCurrentShaderVariantCollectionShaderCount ( ) : int
GetCurrentShaderVariantCollectionVariantCount ( ) : int
GetDependency ( Shader s, string name ) : string
GetLOD ( Shader s ) : int
GetMaterialProperties ( Object mats ) : UnityEditor.MaterialProperty[]
GetMaterialProperty ( Object mats, int propertyIndex ) : MaterialProperty
GetMaterialProperty ( Object mats, string name ) : MaterialProperty
GetMaterialProperty_Index ( Object mats, int propertyIndex ) : MaterialProperty
GetMaterialRawRenderQueue ( Material mat ) : int
GetPropertyCount ( Shader s ) : int
GetPropertyDescription ( Shader s, int propertyIdx ) : string
GetPropertyName ( Shader s, int propertyIdx ) : string
GetPropertyType ( Shader s, int propertyIdx ) : ShaderPropertyType
GetRangeLimits ( Shader s, int propertyIdx, int defminmax ) : float
GetRenderQueue ( Shader s ) : int
GetShaderErrorCount ( Shader s ) : int
GetShaderErrors ( Shader s ) : UnityEditor.ShaderError[]
GetShaderPropertyAttributes ( Shader s, string name ) : string[]
GetShaderVariantEntries ( Shader shader, ShaderVariantCollection skipAlreadyInCollection, int &types, string &keywords ) : void
GetTexDim ( Shader s, int propertyIdx ) : TextureDimension
GetTextureBindingIndex ( Shader s, int texturePropertyID ) : int
HasFixedFunctionShaders ( Shader s ) : bool
HasInstancing ( Shader s ) : bool
HasShaderSnippets ( Shader s ) : bool
HasShadowCasterPass ( Shader s ) : bool
HasSurfaceShaders ( Shader s ) : bool
HasTangentChannel ( Shader s ) : bool
INTERNAL_get_rawScissorRect ( Rect &value ) : void
INTERNAL_get_rawViewportRect ( Rect &value ) : void
INTERNAL_set_rawScissorRect ( Rect &value ) : void
INTERNAL_set_rawViewportRect ( Rect &value ) : void
IsShaderPropertyHidden ( Shader s, int propertyIdx ) : bool
MaterialsUseInstancingShader ( UnityEditor.SerializedProperty materialsArray ) : bool
OpenCompiledComputeShader ( ComputeShader shader, bool allVariantsAndPlatforms ) : void
OpenCompiledShader ( Shader shader, int mode, int customPlatformsMask, bool includeAllVariants ) : void
OpenGeneratedFixedFunctionShader ( Shader shader ) : void
OpenParsedSurfaceShader ( Shader shader ) : void
OpenShaderCombinations ( Shader shader, bool usedBySceneOnly ) : void
OpenShaderSnippets ( Shader shader ) : void
OpenSystemShaderIncludeError ( string includeName, int line ) : void
RecreateGfxDevice ( ) : void
RecreateSkinnedMeshResources ( ) : void
ReloadAllShaders ( ) : void
SaveCurrentShaderVariantCollection ( string path ) : void
UpdateShaderAsset ( Shader shader, string source ) : void