Zdexby TheHolyOneZ
44,741 classes
Class

ShadowUtility

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

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 10

SignatureFlagsNativeParams
Edge CreateEdge(int triangleIndexA, int triangleIndexB, List<UnityEngine.Vector3> vertices, List<System.Int32> triangles)PrivateStatic—0x1C
void PopulateEdgeArray(List<UnityEngine.Vector3> vertices, List<System.Int32> triangles, List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edges)PrivateStatic—0x08
bool IsOutsideEdge(int edgeIndex, List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edgesToProcess)PrivateStatic—0x08
void SortEdges(List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edgesToProcess)PrivateStatic—0x08
void CreateShadowTriangles(List<UnityEngine.Vector3> vertices, List<UnityEngine.Color> colors, List<System.Int32> triangles, List<UnityEngine.Vector4> tangents, List<UnityEngine.Rendering.Universal.ShadowUtility.Edge> edges)PrivateStatic—0x08
object InterpCustomVertexData(const Vec3& position, const object[]& data, const float[]& weights)PrivateStatic—0x0C
void InitializeTangents(int tangentsToAdd, List<UnityEngine.Vector4> tangents)PrivateStatic—0x08
Bounds CalculateLocalBounds(const Vector3[]& inVertices)Static+1 flags—0x18
Bounds GenerateShadowMesh(Mesh mesh, const Vector3[]& shapePath)PublicStatic—0x18
void .ctor()Public+1 flags—0x00