Zdexby TheHolyOneZ
44,741 classes
Class

RendererLighting

: Object
UnityEngine.Rendering.Universal.RendererLighting, Unity.RenderPipelines.Universal.Runtime 0x0010 (16 B) inherited 0x0010 Unity.RenderPipelines.Universal.Runtime.dll
0x00x0010

Members 31

OffsetSizeNameTypeFlagsDefault
0x08m_ProfilingSamplerProfilingSamplerPrivateStatic+1 flags—
0x04k_NormalsRenderingPassNameShaderTagIdPrivateStatic+1 flags—
0x10k_NormalClearColorColorPrivateStatic+1 flags—
0x001C0x04padding / unreflected
0x08k_SpriteLightKeywordstringPrivateStatic+1 flags—
0x08k_UsePointLightCookiesKeywordstringPrivateStatic+1 flags—
0x08k_LightQualityFastKeywordstringPrivateStatic+1 flags—
0x08k_UseNormalMapstringPrivateStatic+1 flags—
0x08k_UseAdditiveBlendingKeywordstringPrivateStatic+1 flags—
0x08k_UseBlendStyleKeywordsstring[]PrivateStatic+1 flags—
0x08k_BlendFactorsPropIDsint[]PrivateStatic+1 flags—
0x08k_MaskFilterPropIDsint[]PrivateStatic+1 flags—
0x08k_InvertedFilterPropIDsint[]PrivateStatic+1 flags—
0x04s_RenderTextureFormatToUseGraphicsFormatPrivateStatic—
0x01s_HasSetupRenderTextureFormatToUseboolPrivateStatic—
0x006D0x03padding / unreflected
0x04k_SrcBlendIDintPrivateStatic+1 flags—
0x04k_DstBlendIDintPrivateStatic+1 flags—
0x04k_FalloffIntensityIDintPrivateStatic+1 flags—
0x04k_FalloffDistanceIDintPrivateStatic+1 flags—
0x04k_LightColorIDintPrivateStatic+1 flags—
0x04k_VolumeOpacityIDintPrivateStatic+1 flags—
0x04k_CookieTexIDintPrivateStatic+1 flags—
0x04k_FalloffLookupIDintPrivateStatic+1 flags—
0x04k_LightPositionIDintPrivateStatic+1 flags—
0x04k_LightInvMatrixIDintPrivateStatic+1 flags—
0x04k_InnerRadiusMultIDintPrivateStatic+1 flags—
0x04k_OuterAngleIDintPrivateStatic+1 flags—
0x04k_InnerAngleMultIDintPrivateStatic+1 flags—
0x04k_LightLookupIDintPrivateStatic+1 flags—
0x04k_IsFullSpotlightIDintPrivateStatic+1 flags—
0x04k_LightZDistanceIDintPrivateStatic+1 flags—
0x04k_PointLightCookieTexIDintPrivateStatic+1 flags—

Functions 27

SignatureFlagsNativeParams
GraphicsFormat GetRenderTextureFormat()PrivateStatic—0x04
void CreateNormalMapRenderTexture(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmd, float renderScale)PublicStatic—0x2B8
RenderTextureDescriptor GetBlendStyleRenderTextureDesc(IRenderPass2D pass, const RenderingData& renderingData)PublicStatic—0x2B8
void CreateCameraSortingLayerRenderTexture(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmd, const Downsampling& downsamplingMethod)PublicStatic—0x2B8
void EnableBlendStyle(CommandBuffer cmd, int blendStyleIndex, bool enabled)PublicStatic—0x08
void DisableAllKeywords(IRenderPass2D pass, CommandBuffer cmd)PublicStatic—0x08
void ReleaseRenderTextures(IRenderPass2D pass, CommandBuffer cmd)PublicStatic—0x08
void DrawPointLight(CommandBuffer cmd, Light2D light, Mesh lightMesh, Material material)PublicStatic—0x08
bool CanCastShadows(Light2D light, int layerToRender)PrivateStatic—0x08
bool CanCastVolumetricShadows(Light2D light, int endLayerValue)PrivateStatic0x08
bool ShouldRenderLight(Light2D light, int blendStyleIndex, int layerToRender)PrivateStatic0x08
void RenderLightSet(IRenderPass2D pass, const RenderingData& renderingData, int blendStyleIndex, CommandBuffer cmd, int layerToRender, const RenderTargetIdentifier& renderTexture, List<UnityEngine.Rendering.Universal.Light2D> lights)PrivateStatic0x2B8
void RenderLightVolumes(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmd, int layerToRender, int endLayerValue, const RenderTargetIdentifier& renderTexture, const RenderTargetIdentifier& depthTexture, const RenderBufferStoreAction& intermediateStoreAction, const RenderBufferStoreAction& finalStoreAction, bool requiresRTInit, List<UnityEngine.Rendering.Universal.Light2D> lights)PublicStatic0x2B8
void SetShapeLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd)PublicStatic0x08
float GetNormalizedInnerRadius(Light2D light)PrivateStatic0x08
float GetNormalizedAngle(float angle)PrivateStatic0x04
void GetScaledLightInvMatrix(Light2D light, ref Matrix4x4& retMatrix)PrivateStatic0x40
void SetGeneralLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light)PrivateStatic0x08
void SetPointLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light)PrivateStatic0x08
void ClearDirtyLighting(IRenderPass2D pass, CommandBuffer cmd, uint blendStylesUsed)PublicStatic0x08
void RenderNormals(IRenderPass2D pass, const ScriptableRenderContext& context, const RenderingData& renderingData, const DrawingSettings& drawSettings, const FilteringSettings& filterSettings, const RenderTargetIdentifier& depthTarget, ref bool& bFirstClear)Static+1 flags0x2B8
void RenderLights(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmd, int layerToRender, ref LayerBatch& layerBatch, ref RenderTextureDescriptor& rtDesc)PublicStatic0x2B8
void SetBlendModes(Material material, const BlendMode& src, const BlendMode& dst)PrivateStatic0x08
uint GetLightMaterialIndex(Light2D light, bool isVolume)PrivateStatic0x08
Material CreateLightMaterial(Renderer2DData rendererData, Light2D light, bool isVolume)PrivateStatic0x08
Material GetLightMaterial(Renderer2DData rendererData, Light2D light, bool isVolume)PrivateStatic0x08
void .cctor()PrivateStatic+1 flags0x00