| int Internal_GetMaxDrawMeshInstanceCount() | PrivateStatic | | 0x04 |
| GraphicsTier get_activeTier() | PublicStatic+1 flags | | 0x04 |
| bool GetPreserveFramebufferAlpha() | Static+1 flags | | 0x01 |
| bool get_preserveFramebufferAlpha() | PublicStatic+1 flags | | 0x01 |
| OpenGLESVersion GetMinOpenGLESVersion() | Static+1 flags | | 0x04 |
| OpenGLESVersion get_minOpenGLESVersion() | PublicStatic+1 flags | | 0x04 |
| void Internal_SetNullRT() | PrivateStatic | | 0x00 |
| void Internal_SetRTSimple(const RenderBuffer& color, const RenderBuffer& depth, int mip, const CubemapFace& face, int depthSlice) | PrivateStatic | | 0x10 |
| void CopyTexture_Slice(Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip) | PrivateStatic | | 0x08 |
| void CopyTexture_Region(Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Texture dst, int dstElement, int dstMip, int dstX, int dstY) | PrivateStatic | | 0x08 |
| void Internal_DrawMeshNow2(Mesh mesh, int subsetIndex, const Matrix4x4& matrix) | PrivateStatic | | 0x40 |
| void Internal_DrawTexture(ref Internal_DrawTextureArguments& args) | Static+1 flags | | 0xB8 |
| void Internal_DrawMesh(Mesh mesh, int submeshIndex, const Matrix4x4& matrix, Material material, int layer, Camera camera, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, Transform probeAnchor, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PrivateStatic | | 0x40 |
| void Internal_DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PrivateStatic | | 0x08 |
| void Internal_DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, const Bounds& bounds, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PrivateStatic | | 0x18 |
| void Internal_BlitMaterial5(Texture source, RenderTexture dest, Material mat, int pass, bool setRT) | PrivateStatic | | 0x08 |
| void Blit2(Texture source, RenderTexture dest) | PrivateStatic | | 0x08 |
| void Blit4(Texture source, RenderTexture dest, const Vector2& scale, const Vector2& offset) | PrivateStatic | | 0x08 |
| void ExecuteCommandBuffer(CommandBuffer buffer) | PublicStatic | | 0x08 |
| void SetRenderTargetImpl(const RenderBuffer& colorBuffer, const RenderBuffer& depthBuffer, int mipLevel, const CubemapFace& face, int depthSlice) | Static+1 flags | | 0x10 |
| void SetRenderTargetImpl(RenderTexture rt, int mipLevel, const CubemapFace& face, int depthSlice) | Static+1 flags | | 0x08 |
| void SetRenderTarget(RenderTexture rt, int mipLevel, const CubemapFace& face, int depthSlice) | PublicStatic | | 0x08 |
| void CopyTexture(Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip) | PublicStatic | | 0x08 |
| void CopyTexture(Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Texture dst, int dstElement, int dstMip, int dstX, int dstY) | PublicStatic | | 0x08 |
| void DrawTextureImpl(const Rect& screenRect, Texture texture, const Rect& sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, const Color& color, Material mat, int pass) | PrivateStatic | | 0x10 |
| void DrawTexture(const Rect& screenRect, Texture texture, const Rect& sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat, int pass) | PublicStatic | | 0x10 |
| void DrawTexture(const Rect& screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat, int pass) | PublicStatic | | 0x10 |
| void DrawTexture(const Rect& screenRect, Texture texture, Material mat, int pass) | PublicStatic | | 0x10 |
| void DrawMeshNow(Mesh mesh, const Matrix4x4& matrix, int materialIndex) | PublicStatic | | 0x40 |
| void DrawMeshNow(Mesh mesh, const Matrix4x4& matrix) | PublicStatic | | 0x40 |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows, bool receiveShadows, bool useLightProbes) | PublicStatic | | 0x40 |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, Transform probeAnchor, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PublicStatic | | 0x40 |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PublicStatic | | 0x08 |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, const Bounds& bounds, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PublicStatic | | 0x18 |
| void Blit(Texture source, RenderTexture dest) | PublicStatic | | 0x08 |
| void Blit(Texture source, RenderTexture dest, const Vector2& scale, const Vector2& offset) | PublicStatic | | 0x08 |
| void Blit(Texture source, RenderTexture dest, Material mat, int pass) | PublicStatic | | 0x08 |
| void Blit(Texture source, RenderTexture dest, Material mat) | PublicStatic | | 0x08 |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer) | PublicStatic | | 0x40 |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties) | PublicStatic | | 0x40 |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera) | PublicStatic | | 0x08 |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, const Bounds& bounds, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage) | PublicStatic | | 0x18 |
| void DrawTexture(const Rect& screenRect, Texture texture) | PublicStatic | | 0x10 |
| void SetRenderTarget(RenderTexture rt) | PublicStatic | | 0x08 |
| void SetRenderTarget(RenderTexture rt, int mipLevel) | PublicStatic | | 0x08 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void Internal_SetRTSimple_Injected(ref RenderBuffer& color, ref RenderBuffer& depth, int mip, const CubemapFace& face, int depthSlice) | PrivateStatic | | 0x10 |
| void Internal_DrawMeshNow2_Injected(Mesh mesh, int subsetIndex, ref Matrix4x4& matrix) | PrivateStatic | | 0x40 |
| void Internal_DrawMesh_Injected(Mesh mesh, int submeshIndex, ref Matrix4x4& matrix, Material material, int layer, Camera camera, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, Transform probeAnchor, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PrivateStatic | | 0x40 |
| void Internal_DrawMeshInstancedIndirect_Injected(Mesh mesh, int submeshIndex, Material material, ref Bounds& bounds, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume) | PrivateStatic | | 0x18 |
| void Blit4_Injected(Texture source, RenderTexture dest, ref Vector2& scale, ref Vector2& offset) | PrivateStatic | | 0x08 |