| 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) | PrivateStatic | | 0x08 |
| bool ShouldRenderLight(Light2D light, int blendStyleIndex, int layerToRender) | PrivateStatic | | 0x08 |
| void RenderLightSet(IRenderPass2D pass, const RenderingData& renderingData, int blendStyleIndex, CommandBuffer cmd, int layerToRender, const RenderTargetIdentifier& renderTexture, List<UnityEngine.Rendering.Universal.Light2D> lights) | PrivateStatic | | 0x2B8 |
| 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) | PublicStatic | | 0x2B8 |
| void SetShapeLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd) | PublicStatic | | 0x08 |
| float GetNormalizedInnerRadius(Light2D light) | PrivateStatic | | 0x08 |
| float GetNormalizedAngle(float angle) | PrivateStatic | | 0x04 |
| void GetScaledLightInvMatrix(Light2D light, ref Matrix4x4& retMatrix) | PrivateStatic | | 0x40 |
| void SetGeneralLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light) | PrivateStatic | | 0x08 |
| void SetPointLightShaderGlobals(IRenderPass2D pass, CommandBuffer cmd, Light2D light) | PrivateStatic | | 0x08 |
| void ClearDirtyLighting(IRenderPass2D pass, CommandBuffer cmd, uint blendStylesUsed) | PublicStatic | | 0x08 |
| void RenderNormals(IRenderPass2D pass, const ScriptableRenderContext& context, const RenderingData& renderingData, const DrawingSettings& drawSettings, const FilteringSettings& filterSettings, const RenderTargetIdentifier& depthTarget, ref bool& bFirstClear) | Static+1 flags | | 0x2B8 |
| void RenderLights(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmd, int layerToRender, ref LayerBatch& layerBatch, ref RenderTextureDescriptor& rtDesc) | PublicStatic | | 0x2B8 |
| void SetBlendModes(Material material, const BlendMode& src, const BlendMode& dst) | PrivateStatic | | 0x08 |
| uint GetLightMaterialIndex(Light2D light, bool isVolume) | PrivateStatic | | 0x08 |
| Material CreateLightMaterial(Renderer2DData rendererData, Light2D light, bool isVolume) | PrivateStatic | | 0x08 |
| Material GetLightMaterial(Renderer2DData rendererData, Light2D light, bool isVolume) | PrivateStatic | | 0x08 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |