Zdexby TheHolyOneZ
44,741 classes
Class

Graphics

: Object
UnityEngine.Graphics, UnityEngine.CoreModule 0x0010 (16 B) inherited 0x0010 UnityEngine.CoreModule.dll
0x00x0010

Members 2

OffsetSizeNameTypeFlagsDefault
0x04kMaxDrawMeshInstanceCountintStatic+2 flags—
0x08s_RenderInstancedDataLayoutsDictionary<System.Int32Static+1 flags—

Functions 51

SignatureFlagsNativeParams
int Internal_GetMaxDrawMeshInstanceCount()PrivateStatic0x04
GraphicsTier get_activeTier()PublicStatic+1 flags0x04
bool GetPreserveFramebufferAlpha()Static+1 flags0x01
bool get_preserveFramebufferAlpha()PublicStatic+1 flags0x01
OpenGLESVersion GetMinOpenGLESVersion()Static+1 flags0x04
OpenGLESVersion get_minOpenGLESVersion()PublicStatic+1 flags0x04
void Internal_SetNullRT()PrivateStatic0x00
void Internal_SetRTSimple(const RenderBuffer& color, const RenderBuffer& depth, int mip, const CubemapFace& face, int depthSlice)PrivateStatic0x10
void CopyTexture_Slice(Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip)PrivateStatic0x08
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)PrivateStatic0x08
void Internal_DrawMeshNow2(Mesh mesh, int subsetIndex, const Matrix4x4& matrix)PrivateStatic0x40
void Internal_DrawTexture(ref Internal_DrawTextureArguments& args)Static+1 flags0xB8
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)PrivateStatic0x40
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)PrivateStatic0x08
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)PrivateStatic0x18
void Internal_BlitMaterial5(Texture source, RenderTexture dest, Material mat, int pass, bool setRT)PrivateStatic0x08
void Blit2(Texture source, RenderTexture dest)PrivateStatic0x08
void Blit4(Texture source, RenderTexture dest, const Vector2& scale, const Vector2& offset)PrivateStatic0x08
void ExecuteCommandBuffer(CommandBuffer buffer)PublicStatic0x08
void SetRenderTargetImpl(const RenderBuffer& colorBuffer, const RenderBuffer& depthBuffer, int mipLevel, const CubemapFace& face, int depthSlice)Static+1 flags0x10
void SetRenderTargetImpl(RenderTexture rt, int mipLevel, const CubemapFace& face, int depthSlice)Static+1 flags0x08
void SetRenderTarget(RenderTexture rt, int mipLevel, const CubemapFace& face, int depthSlice)PublicStatic0x08
void CopyTexture(Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip)PublicStatic0x08
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)PublicStatic0x08
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)PrivateStatic0x10
void DrawTexture(const Rect& screenRect, Texture texture, const Rect& sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat, int pass)PublicStatic0x10
void DrawTexture(const Rect& screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat, int pass)PublicStatic0x10
void DrawTexture(const Rect& screenRect, Texture texture, Material mat, int pass)PublicStatic0x10
void DrawMeshNow(Mesh mesh, const Matrix4x4& matrix, int materialIndex)PublicStatic0x40
void DrawMeshNow(Mesh mesh, const Matrix4x4& matrix)PublicStatic0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows, bool receiveShadows, bool useLightProbes)PublicStatic0x40
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)PublicStatic0x40
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)PublicStatic0x08
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)PublicStatic0x18
void Blit(Texture source, RenderTexture dest)PublicStatic0x08
void Blit(Texture source, RenderTexture dest, const Vector2& scale, const Vector2& offset)PublicStatic0x08
void Blit(Texture source, RenderTexture dest, Material mat, int pass)PublicStatic0x08
void Blit(Texture source, RenderTexture dest, Material mat)PublicStatic0x08
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer)PublicStatic0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties)PublicStatic0x40
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera)PublicStatic0x08
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)PublicStatic0x18
void DrawTexture(const Rect& screenRect, Texture texture)PublicStatic0x10
void SetRenderTarget(RenderTexture rt)PublicStatic0x08
void SetRenderTarget(RenderTexture rt, int mipLevel)PublicStatic0x08
void .cctor()PrivateStatic+1 flags0x00
void Internal_SetRTSimple_Injected(ref RenderBuffer& color, ref RenderBuffer& depth, int mip, const CubemapFace& face, int depthSlice)PrivateStatic0x10
void Internal_DrawMeshNow2_Injected(Mesh mesh, int subsetIndex, ref Matrix4x4& matrix)PrivateStatic0x40
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)PrivateStatic0x40
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)PrivateStatic0x18
void Blit4_Injected(Texture source, RenderTexture dest, ref Vector2& scale, ref Vector2& offset)PrivateStatic0x08