Zdexby TheHolyOneZ
44,741 classes
Class

ShadowRendering

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

Members 21

OffsetSizeNameTypeFlagsDefault
0x04k_LightPosIDintPrivateStatic+1 flags—
0x04k_SelfShadowingIDintPrivateStatic+1 flags—
0x04k_ShadowStencilGroupIDintPrivateStatic+1 flags—
0x04k_ShadowIntensityIDintPrivateStatic+1 flags—
0x04k_ShadowVolumeIntensityIDintPrivateStatic+1 flags—
0x04k_ShadowRadiusIDintPrivateStatic+1 flags—
0x04k_ShadowColorMaskIDintPrivateStatic+1 flags—
0x04k_ShadowModelMatrixIDintPrivateStatic+1 flags—
0x04k_ShadowModelInvMatrixIDintPrivateStatic+1 flags—
0x04k_ShadowModelScaleIDintPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsAProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsRProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsGProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsBProfilingSamplerPrivateStatic+1 flags—
0x08m_RenderTargetsRTHandle[]PrivateStatic—
0x08m_RenderTargetIdsint[]PrivateStatic—
0x08m_LightInputTexturesRenderTargetIdentifier[]PrivateStatic—
0x08k_ColorLookupColor[]PrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowColorsLookupProfilingSampler[]PrivateStatic+1 flags—
0x04<maxTextureCount>k__BackingFielduintPrivateStatic—

Functions 18

SignatureFlagsNativeParams
uint get_maxTextureCount()PublicStatic+1 flags—0x04
void set_maxTextureCount(uint value)PrivateStatic+1 flags—0x04
void InitializeBudget(uint maxTextureCount)PublicStatic—0x04
Material[] CreateMaterials(Shader shader, int pass)PrivateStatic—0x08
Material GetProjectedShadowMaterial(Renderer2DData rendererData, int colorIndex)PrivateStatic—0x08
Material GetStencilOnlyShadowMaterial(Renderer2DData rendererData, int colorIndex)PrivateStatic—0x08
Material GetSpriteSelfShadowMaterial(Renderer2DData rendererData, int colorIndex)PrivateStatic0x08
Material GetSpriteUnshadowMaterial(Renderer2DData rendererData, int colorIndex)PrivateStatic0x08
Material GetGeometryUnshadowMaterial(Renderer2DData rendererData, int colorIndex)PrivateStatic0x08
void CreateShadowRenderTexture(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmdBuffer, int shadowIndex)PublicStatic0x2B8
bool PrerenderShadows(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, int shadowIndex, float shadowIntensity)PublicStatic0x2B8
void SetGlobalShadowTexture(CommandBuffer cmdBuffer, Light2D light, int shadowIndex)PublicStatic0x08
void DisableGlobalShadowTexture(CommandBuffer cmdBuffer)PublicStatic0x08
void CreateShadowRenderTexture(IRenderPass2D pass, int handleId, const RenderingData& renderingData, CommandBuffer cmdBuffer)PrivateStatic0x2B8
void ReleaseShadowRenderTexture(CommandBuffer cmdBuffer, int shadowIndex)PublicStatic0x08
void SetShadowProjectionGlobals(CommandBuffer cmdBuffer, ShadowCaster2D shadowCaster)PublicStatic0x08
bool RenderShadows(IRenderPass2D pass, const RenderingData& renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, const RenderTargetIdentifier& renderTexture, int colorBit)PublicStatic0x2B8
void .cctor()PrivateStatic+1 flags0x00