| RenderTextureFormat get_renderTextureFormat() | PrivateStatic+1 flags | | 0x04 |
| TextureFormat get_textureFormat() | PrivateStatic+1 flags | | 0x04 |
| ISelectionPickerRenderer get_pickerRenderer() | PrivateStatic+1 flags | | 0x08 |
| Dictionary<UnityEngine.ProBuilder.ProBuilderMesh PickFacesInRect(Camera camera, const Rect& pickerRect, IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, int renderTextureWidth, int renderTextureHeight) | PublicStatic | | 0x10 |
| Dictionary<UnityEngine.ProBuilder.ProBuilderMesh PickVerticesInRect(Camera camera, const Rect& pickerRect, IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, bool doDepthTest, int renderTextureWidth, int renderTextureHeight) | PublicStatic | | 0x10 |
| Dictionary<UnityEngine.ProBuilder.ProBuilderMesh PickEdgesInRect(Camera camera, const Rect& pickerRect, IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, bool doDepthTest, int renderTextureWidth, int renderTextureHeight) | PublicStatic | | 0x10 |
| Texture2D RenderSelectionPickerTexture(Camera camera, IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, Dictionary<System.UInt32 map, int width, int height) | Static+1 flags | | 0x08 |
| Texture2D RenderSelectionPickerTexture(Camera camera, IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, bool doDepthTest, Dictionary<System.UInt32 map, int width, int height) | Static+1 flags | | 0x08 |
| Texture2D RenderSelectionPickerTexture(Camera camera, IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, bool doDepthTest, Dictionary<System.UInt32 map, int width, int height) | Static+1 flags | | 0x08 |
| GameObject[] GenerateFacePickingObjects(IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, Dictionary<System.UInt32 map) | PrivateStatic | | 0x08 |
| void GenerateVertexPickingObjects(IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, bool doDepthTest, Dictionary<System.UInt32 map, const GameObject[]& depthObjects, const GameObject[]& pickerObjects) | PrivateStatic | | 0x08 |
| void GenerateEdgePickingObjects(IList<UnityEngine.ProBuilder.ProBuilderMesh> selection, bool doDepthTest, Dictionary<System.UInt32 map, const GameObject[]& depthObjects, const GameObject[]& pickerObjects) | PrivateStatic | | 0x08 |
| Mesh BuildVertexMesh(ProBuilderMesh pb, Dictionary<System.UInt32 map, uint index) | PrivateStatic | | 0x08 |
| Mesh BuildEdgeMesh(ProBuilderMesh pb, Dictionary<System.UInt32 map, uint index) | PrivateStatic | | 0x08 |
| uint DecodeRGBA(const Color32& color) | PublicStatic | | 0x04 |
| Color32 EncodeRGBA(uint hash) | PublicStatic | | 0x04 |
| bool ShouldUseHDRP() | PrivateStatic | | 0x01 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |