implements IDisposable
0x00x0018
Members 2
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x01 | ThrowOnSetRenderTarget | bool | PublicStatic | — | |
| 0x08 | m_Ptr | long | 1 flags | — |
Functions 577
| Signature | Flags | Native | Params |
|---|---|---|---|
| void RequestAsyncReadback(ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(GraphicsBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(ComputeBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(GraphicsBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(Texture src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(Texture src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(Texture src, int mipIndex, const TextureFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(Texture src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, const TextureFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadback(Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x08 | |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x10 | |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, ComputeBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | — | 0x10 |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, GraphicsBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x10 | |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, GraphicsBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | — | 0x10 |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x10 | |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | — | 0x10 |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, const TextureFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | — | 0x10 |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | — | 0x10 |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x10 | |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, const TextureFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x10 | |
| void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback) | Public | 0x10 | |
| void Internal_RequestAsyncReadback_1(ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_2(ComputeBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_3(Texture src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_4(Texture src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_5(Texture src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_6(Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_7(Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_8(GraphicsBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void Internal_RequestAsyncReadback_9(GraphicsBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | Private | 0x08 | |
| void SetInvertCulling(bool invertCulling) | Public | 0x01 | |
| void Internal_SetSinglePassStereo(const SinglePassStereoMode& mode) | Private | 0x04 | |
| long InitBuffer() | PrivateStatic | 0x08 | |
| long CreateGPUFence_Internal(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage) | Private | 0x08 | |
| void WaitOnGPUFence_Internal(long fencePtr, const SynchronisationStageFlags& stage) | Private | 0x08 | |
| void ReleaseBuffer() | Private | 0x00 | |
| void SetComputeFloatParam(ComputeShader computeShader, int nameID, float val) | Public | 0x08 | |
| void SetComputeIntParam(ComputeShader computeShader, int nameID, int val) | Public | 0x08 | |
| void SetComputeVectorParam(ComputeShader computeShader, int nameID, const Vector4& val) | Public | 0x10 | |
| void SetComputeVectorArrayParam(ComputeShader computeShader, int nameID, const Vector4[]& values) | Public | 0x08 | |
| void SetComputeMatrixParam(ComputeShader computeShader, int nameID, const Matrix4x4& val) | Public | 0x40 | |
| void SetComputeMatrixArrayParam(ComputeShader computeShader, int nameID, const Matrix4x4[]& values) | Public | 0x08 | |
| void Internal_SetComputeFloats(ComputeShader computeShader, int nameID, const float[]& values) | Private | 0x08 | |
| void Internal_SetComputeInts(ComputeShader computeShader, int nameID, const int[]& values) | Private | 0x08 | |
| void Internal_SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, ref RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element) | Private | 0x28 | |
| void Internal_SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, ComputeBuffer buffer) | Private | 0x08 | |
| void Internal_SetComputeGraphicsBufferHandleParam(ComputeShader computeShader, int kernelIndex, int nameID, const GraphicsBufferHandle& bufferHandle) | Private | 0x08 | |
| void Internal_SetComputeGraphicsBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer) | Private | 0x08 | |
| void Internal_SetComputeConstantComputeBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size) | Private | 0x08 | |
| void Internal_SetComputeConstantGraphicsBufferParam(ComputeShader computeShader, int nameID, GraphicsBuffer buffer, int offset, int size) | Private | 0x08 | |
| void Internal_SetComputeParamsFromMaterial(ComputeShader computeShader, int kernelIndex, Material material) | Private | 0x08 | |
| void Internal_DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ) | Private | 0x08 | |
| void Internal_DispatchComputeIndirect(ComputeShader computeShader, int kernelIndex, ComputeBuffer indirectBuffer, uint argsOffset) | Private | 0x08 | |
| void Internal_DispatchComputeIndirectGraphicsBuffer(ComputeShader computeShader, int kernelIndex, GraphicsBuffer indirectBuffer, uint argsOffset) | Private | 0x08 | |
| void Internal_SetRayTracingComputeBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer) | Private | 0x08 | |
| void Internal_SetRayTracingGraphicsBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer) | Private | 0x08 | |
| void Internal_SetRayTracingGraphicsBufferHandleParam(RayTracingShader rayTracingShader, int nameID, const GraphicsBufferHandle& bufferHandle) | Private | 0x08 | |
| void Internal_SetRayTracingConstantComputeBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer, int offset, int size) | Private | 0x08 | |
| void Internal_SetRayTracingConstantGraphicsBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer, int offset, int size) | Private | 0x08 | |
| void Internal_SetRayTracingTextureParam(RayTracingShader rayTracingShader, int nameID, ref RenderTargetIdentifier& rt) | Private | 0x28 | |
| void Internal_SetRayTracingFloatParam(RayTracingShader rayTracingShader, int nameID, float val) | Private | 0x08 | |
| void Internal_SetRayTracingIntParam(RayTracingShader rayTracingShader, int nameID, int val) | Private | 0x08 | |
| void Internal_SetRayTracingVectorParam(RayTracingShader rayTracingShader, int nameID, const Vector4& val) | Private | 0x10 | |
| void Internal_SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, int nameID, const Vector4[]& values) | Private | 0x08 | |
| void Internal_SetRayTracingMatrixParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4& val) | Private | 0x40 | |
| void Internal_SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4[]& values) | Private | 0x08 | |
| void Internal_SetRayTracingFloats(RayTracingShader rayTracingShader, int nameID, const float[]& values) | Private | 0x08 | |
| void Internal_SetRayTracingInts(RayTracingShader rayTracingShader, int nameID, const int[]& values) | Private | 0x08 | |
| void Internal_BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure, const BuildSettings& buildSettings) | Private | 0x10 | |
| void Internal_SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, int nameID, RayTracingAccelerationStructure accelerationStructure) | Private | 0x08 | |
| void Internal_SetComputeRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, int nameID, RayTracingAccelerationStructure accelerationStructure) | Private | 0x08 | |
| void SetRayTracingShaderPass(RayTracingShader rayTracingShader, const string& passName) | Public | 0x08 | |
| void Internal_DispatchRays(RayTracingShader rayTracingShader, const string& rayGenShaderName, uint width, uint height, uint depth, Camera camera) | Private | 0x08 | |
| void Internal_DispatchRaysIndirect(RayTracingShader rayTracingShader, const string& rayGenShaderName, GraphicsBuffer argsBuffer, uint argsOffset, Camera camera) | Private | 0x08 | |
| void Internal_GenerateMips(const RenderTargetIdentifier& rt) | Private | 0x28 | |
| void CopyCounterValueCC(ComputeBuffer src, ComputeBuffer dst, uint dstOffsetBytes) | Private | 0x08 | |
| void CopyCounterValueGC(GraphicsBuffer src, ComputeBuffer dst, uint dstOffsetBytes) | Private | 0x08 | |
| void CopyCounterValueCG(ComputeBuffer src, GraphicsBuffer dst, uint dstOffsetBytes) | Private | 0x08 | |
| void CopyCounterValueGG(GraphicsBuffer src, GraphicsBuffer dst, uint dstOffsetBytes) | Private | 0x08 | |
| string get_name() | Public+1 flags | 0x08 | |
| void set_name(const string& value) | Public+1 flags | 0x08 | |
| int get_sizeInBytes() | Public+1 flags | 0x04 | |
| void Clear() | Public | 0x00 | |
| void Internal_DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawMultipleMeshes(const Matrix4x4[]& matrices, const Mesh[]& meshes, const int[]& subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties) | Private | 0x08 | |
| void Internal_DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass) | Private | 0x08 | |
| void Internal_DrawRendererList(const RendererList& rendererList) | Private | 0x18 | |
| void Internal_DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawProceduralIndexed(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawProceduralIndexedIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawProceduralIndirectGraphicsBuffer(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawProceduralIndexedIndirectGraphicsBuffer(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Private | 0x40 | |
| void Internal_DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties) | Private | 0x08 | |
| void Internal_DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties) | Private | 0x08 | |
| void Internal_DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Private | 0x08 | |
| void Internal_DrawMeshInstancedIndirectGraphicsBuffer(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Private | 0x08 | |
| void Internal_DrawOcclusionMesh(const RectInt& normalizedCamViewport) | Private | 0x10 | |
| void SetRandomWriteTarget_Texture(int index, ref RenderTargetIdentifier& rt) | Private | 0x28 | |
| void SetRandomWriteTarget_Buffer(int index, ComputeBuffer uav, bool preserveCounterValue) | Private | 0x08 | |
| void SetRandomWriteTarget_GraphicsBuffer(int index, GraphicsBuffer uav, bool preserveCounterValue) | Private | 0x08 | |
| void ClearRandomWriteTargets() | Public | 0x00 | |
| void SetViewport(const Rect& pixelRect) | Public | 0x10 | |
| void EnableScissorRect(const Rect& scissor) | Public | 0x10 | |
| void DisableScissorRect() | Public | 0x00 | |
| void CopyTexture_Internal(ref RenderTargetIdentifier& src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, ref RenderTargetIdentifier& dst, int dstElement, int dstMip, int dstX, int dstY, int mode) | Private | 0x28 | |
| void Blit_Texture(Texture source, ref RenderTargetIdentifier& dest, Material mat, int pass, const Vector2& scale, const Vector2& offset, int sourceDepthSlice, int destDepthSlice) | Private | 0x28 | |
| void Blit_Identifier(ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, Material mat, int pass, const Vector2& scale, const Vector2& offset, int sourceDepthSlice, int destDepthSlice) | Private | 0x28 | |
| void GetTemporaryRT(int nameID, int width, int height, const FilterMode& filter, const GraphicsFormat& colorFormat, const GraphicsFormat& depthStencilFormat, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode, bool useDynamicScale, const ShadowSamplingMode& shadowSamplingMode) | Private | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode, bool useDynamicScale) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode, bool useDynamicScale) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing, bool enableRandomWrite) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite) | Public | 0x04 | |
| void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format) | Public | 0x04 | |
| void GetTemporaryRTWithDescriptor(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter) | Private | 0x34 | |
| void GetTemporaryRT(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter) | Public | 0x34 | |
| void GetTemporaryRT(int nameID, const RenderTextureDescriptor& desc) | Public | 0x34 | |
| void GetTemporaryRTArray(int nameID, int width, int height, int slices, const FilterMode& filter, const GraphicsFormat& colorFormat, const GraphicsFormat& depthStencilFormat, int antiAliasing, bool enableRandomWrite, bool useDynamicScale, const ShadowSamplingMode& shadowSamplingMode) | Private | 0x04 | |
| void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite, bool useDynamicScale) | Public | 0x04 | |
| void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite) | Public | 0x04 | |
| void ReleaseTemporaryRT(int nameID) | Public | 0x04 | |
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor) | Public | 0x10 | |
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth) | Public | 0x10 | |
| void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth, uint stencil) | Public | 0x10 | |
| void ClearRenderTarget(const RTClearFlags& clearFlags, const Color& backgroundColor, float depth, uint stencil) | Public | 0x10 | |
| void ClearRenderTarget(const RTClearFlags& clearFlags, const Color[]& backgroundColors, float depth, uint stencil) | Public | 0x08 | |
| void SetGlobalFloat(int nameID, float value) | Public | 0x04 | |
| void SetGlobalInt(int nameID, int value) | Public | 0x04 | |
| void SetGlobalInteger(int nameID, int value) | Public | 0x04 | |
| void SetGlobalVector(int nameID, const Vector4& value) | Public | 0x10 | |
| void SetGlobalColor(int nameID, const Color& value) | Public | 0x10 | |
| void SetGlobalMatrix(int nameID, const Matrix4x4& value) | Public | 0x40 | |
| void EnableShaderKeyword(const string& keyword) | Public | 0x08 | |
| void EnableGlobalKeyword(const GlobalKeyword& keyword) | Private | 0x04 | |
| void EnableMaterialKeyword(Material material, const LocalKeyword& keyword) | Private | 0x18 | |
| void EnableComputeKeyword(ComputeShader computeShader, const LocalKeyword& keyword) | Private | 0x18 | |
| void EnableKeyword(ref GlobalKeyword& keyword) | Public | 0x04 | |
| void EnableKeyword(Material material, ref LocalKeyword& keyword) | Public | 0x18 | |
| void EnableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword) | Public | 0x18 | |
| void DisableShaderKeyword(const string& keyword) | Public | 0x08 | |
| void DisableGlobalKeyword(const GlobalKeyword& keyword) | Private | 0x04 | |
| void DisableMaterialKeyword(Material material, const LocalKeyword& keyword) | Private | 0x18 | |
| void DisableComputeKeyword(ComputeShader computeShader, const LocalKeyword& keyword) | Private | 0x18 | |
| void DisableKeyword(ref GlobalKeyword& keyword) | Public | 0x04 | |
| void DisableKeyword(Material material, ref LocalKeyword& keyword) | Public | 0x18 | |
| void DisableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword) | Public | 0x18 | |
| void SetGlobalKeyword(const GlobalKeyword& keyword, bool value) | Private | 0x04 | |
| void SetMaterialKeyword(Material material, const LocalKeyword& keyword, bool value) | Private | 0x18 | |
| void SetComputeKeyword(ComputeShader computeShader, const LocalKeyword& keyword, bool value) | Private | 0x18 | |
| void SetKeyword(ref GlobalKeyword& keyword, bool value) | Public | 0x04 | |
| void SetKeyword(Material material, ref LocalKeyword& keyword, bool value) | Public | 0x18 | |
| void SetKeyword(ComputeShader computeShader, ref LocalKeyword& keyword, bool value) | Public | 0x18 | |
| void SetViewProjectionMatrices(const Matrix4x4& view, const Matrix4x4& proj) | Public | 0x40 | |
| void SetGlobalDepthBias(float bias, float slopeBias) | Public | 0x04 | |
| void SetExecutionFlags(const CommandBufferExecutionFlags& flags) | Public | 0x04 | |
| bool ValidateAgainstExecutionFlags(const CommandBufferExecutionFlags& requiredFlags, const CommandBufferExecutionFlags& invalidFlags) | Private | 0x04 | |
| void SetGlobalFloatArrayListImpl(int nameID, object values) | Private | 0x08 | |
| void SetGlobalVectorArrayListImpl(int nameID, object values) | Private | 0x08 | |
| void SetGlobalMatrixArrayListImpl(int nameID, object values) | Private | 0x08 | |
| void SetGlobalFloatArray(int nameID, const float[]& values) | Public | 0x08 | |
| void SetGlobalVectorArray(int nameID, const Vector4[]& values) | Public | 0x08 | |
| void SetGlobalMatrixArray(int nameID, const Matrix4x4[]& values) | Public | 0x08 | |
| void SetLateLatchProjectionMatrices(const Matrix4x4[]& projectionMat) | Public | 0x08 | |
| void MarkLateLatchMatrixShaderPropertyID(const CameraLateLatchMatrixType& matrixPropertyType, int shaderPropertyID) | Public | 0x04 | |
| void UnmarkLateLatchMatrix(const CameraLateLatchMatrixType& matrixPropertyType) | Public | 0x04 | |
| void SetGlobalTexture_Impl(int nameID, ref RenderTargetIdentifier& rt, const RenderTextureSubElement& element) | Private | 0x28 | |
| void SetGlobalBufferInternal(int nameID, ComputeBuffer value) | Private | 0x08 | |
| void SetGlobalGraphicsBufferInternal(int nameID, GraphicsBuffer value) | Private | 0x08 | |
| void SetShadowSamplingMode_Impl(ref RenderTargetIdentifier& shadowmap, const ShadowSamplingMode& mode) | Private | 0x28 | |
| void IssuePluginEventInternal(long callback, int eventID) | Private | 0x08 | |
| void BeginSample(const string& name) | Public | 0x08 | |
| void EndSample(const string& name) | Public | 0x08 | |
| void BeginSample(CustomSampler sampler) | Public | 0x08 | |
| void EndSample(CustomSampler sampler) | Public | 0x08 | |
| void BeginSample_CustomSampler(CustomSampler sampler) | Private | 0x08 | |
| void EndSample_CustomSampler(CustomSampler sampler) | Private | 0x08 | |
| void IssuePluginEventAndDataInternal(long callback, int eventID, long data) | Private | 0x08 | |
| void IssuePluginCustomBlitInternal(long callback, uint command, ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, uint commandParam, uint commandFlags) | Private | 0x28 | |
| void IssuePluginCustomTextureUpdateInternal(long callback, Texture targetTexture, uint userData, bool useNewUnityRenderingExtTextureUpdateParamsV2) | Private | 0x08 | |
| void SetGlobalConstantBufferInternal(ComputeBuffer buffer, int nameID, int offset, int size) | Private | 0x08 | |
| void SetGlobalConstantGraphicsBufferInternal(GraphicsBuffer buffer, int nameID, int offset, int size) | Private | 0x08 | |
| void IncrementUpdateCount(const RenderTargetIdentifier& dest) | Public | 0x28 | |
| void SetInstanceMultiplier(uint multiplier) | Public | 0x04 | |
| void SetFoveatedRenderingMode(const FoveatedRenderingMode& foveatedRenderingMode) | Public | 0x04 | |
| void SetWireframe(bool enable) | Public | 0x01 | |
| void ConfigureFoveatedRendering(long platformData) | Public | 0x08 | |
| void CheckThrowOnSetRenderTarget() | PrivateStatic | 0x00 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& loadAction, const RenderBufferStoreAction& storeAction) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier& color, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Public | 0x28 | |
| void SetRenderTarget(const RenderTargetBinding& binding, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Public | 0x50 | |
| void SetRenderTarget(const RenderTargetBinding& binding) | Public | 0x50 | |
| void ClearRenderTargetSingle_Internal(const RTClearFlags& clearFlags, const Color& color, float depth, uint stencil) | Private | 0x10 | |
| void ClearRenderTargetMulti_Internal(const RTClearFlags& clearFlags, const Color[]& colors, float depth, uint stencil) | Private | 0x08 | |
| void SetRenderTargetSingle_Internal(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | Private | 0x28 | |
| void SetRenderTargetColorDepth_Internal(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | Private | 0x28 | |
| void SetRenderTargetMulti_Internal(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | Private | 0x28 | |
| void SetRenderTargetColorDepthSubtarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Private | 0x28 | |
| void SetRenderTargetMultiSubtarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | Private | 0x28 | |
| void SetBufferData(ComputeBuffer buffer, Array data) | Public | 0x08 | |
| void SetBufferData(ComputeBuffer buffer, List<T> data) | Public | 0x08 | |
| void SetBufferData(ComputeBuffer buffer, const NativeArray<T>& data) | Public | 0x10 | |
| void SetBufferData(ComputeBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count) | Public | 0x08 | |
| void SetBufferData(ComputeBuffer buffer, List<T> data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count) | Public | — | 0x08 |
| void SetBufferData(ComputeBuffer buffer, const NativeArray<T>& data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count) | Public | 0x10 | |
| void SetBufferCounterValue(ComputeBuffer buffer, uint counterValue) | Public | 0x08 | |
| void InternalSetComputeBufferNativeData(ComputeBuffer buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | Private | 0x08 | |
| void InternalSetComputeBufferData(ComputeBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | Private | 0x08 | |
| void InternalSetComputeBufferCounterValue(ComputeBuffer buffer, uint counterValue) | Private | 0x08 | |
| void SetBufferData(GraphicsBuffer buffer, Array data) | Public | 0x08 | |
| void SetBufferData(GraphicsBuffer buffer, List<T> data) | Public | 0x08 | |
| void SetBufferData(GraphicsBuffer buffer, const NativeArray<T>& data) | Public | 0x10 | |
| void SetBufferData(GraphicsBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count) | Public | 0x08 | |
| void SetBufferData(GraphicsBuffer buffer, List<T> data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count) | Public | — | 0x08 |
| void SetBufferData(GraphicsBuffer buffer, const NativeArray<T>& data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count) | Public | 0x10 | |
| void SetBufferCounterValue(GraphicsBuffer buffer, uint counterValue) | Public | 0x08 | |
| void InternalSetGraphicsBufferNativeData(GraphicsBuffer buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | Private | 0x08 | |
| void InternalSetGraphicsBufferData(GraphicsBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | Private | 0x08 | |
| void InternalSetGraphicsBufferCounterValue(GraphicsBuffer buffer, uint counterValue) | Private | 0x08 | |
| void BeginRenderPass_Internal(int width, int height, int volumeDepth, int samples, const ReadOnlySpan<UnityEngine.Rendering.AttachmentDescriptor>& attachments, int depthAttachmentIndex, int shadingRateImageAttachmentIndex, const ReadOnlySpan<UnityEngine.Rendering.SubPassDescriptor>& subPasses, const ReadOnlySpan<System.Byte>& debugNameUtf8) | Private | 0x10 | |
| void BeginRenderPass(int width, int height, int volumeDepth, int samples, const NativeArray<UnityEngine.Rendering.AttachmentDescriptor>& attachments, int depthAttachmentIndex, int shadingRateImageAttachmentIndex, const NativeArray<UnityEngine.Rendering.SubPassDescriptor>& subPasses, const ReadOnlySpan<System.Byte>& debugNameUtf8) | Public | 0x10 | |
| void NextSubPass_Internal() | Private | 0x00 | |
| void NextSubPass() | Public | 0x00 | |
| void EndRenderPass_Internal() | Private | 0x00 | |
| void EndRenderPass() | Public | 0x00 | |
| void SetupCameraProperties_Internal(Camera camera) | Private | 0x08 | |
| void SetupCameraProperties(Camera camera) | Public | 0x08 | |
| void InvokeOnRenderObjectCallbacks_Internal() | Private | 0x00 | |
| void InvokeOnRenderObjectCallbacks() | Public | 0x00 | |
| void SetShadingRateFragmentSize(const ShadingRateFragmentSize& shadingRateFragmentSize) | Public | 0x04 | |
| void SetShadingRateCombiner(const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner) | Public | 0x04 | |
| void SetShadingRateImage(ref RenderTargetIdentifier& shadingRateImage) | Public | 0x28 | |
| void ResetShadingRate() | Public | 0x00 | |
| void SetShadingRateFragmentSize_Impl(const ShadingRateFragmentSize& shadingRateFragmentSize) | Private | 0x04 | |
| void SetShadingRateCombiner_Impl(const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner) | Private | 0x04 | |
| void SetShadingRateImage_Impl(ref RenderTargetIdentifier& shadingRateImage) | Private | 0x28 | |
| void ResetShadingRate_Impl() | Private | 0x00 | |
| void Finalize() | 2 flags | 0x00 | |
| void Dispose() | PublicFinal+2 flags | 0x00 | |
| void Dispose(bool disposing) | Private | 0x01 | |
| void .ctor() | Public+1 flags | 0x00 | |
| void Release() | Public | 0x00 | |
| GraphicsFence CreateAsyncGraphicsFence() | Public | 0x10 | |
| GraphicsFence CreateGraphicsFence(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage) | Public | 0x10 | |
| void WaitOnAsyncGraphicsFence(const GraphicsFence& fence, const SynchronisationStageFlags& stage) | Public | 0x10 | |
| void SetComputeFloatParam(ComputeShader computeShader, const string& name, float val) | Public | 0x08 | |
| void SetComputeIntParam(ComputeShader computeShader, const string& name, int val) | Public | 0x08 | |
| void SetComputeVectorParam(ComputeShader computeShader, const string& name, const Vector4& val) | Public | 0x10 | |
| void SetComputeVectorArrayParam(ComputeShader computeShader, const string& name, const Vector4[]& values) | Public | 0x08 | |
| void SetComputeMatrixParam(ComputeShader computeShader, const string& name, const Matrix4x4& val) | Public | 0x40 | |
| void SetComputeMatrixArrayParam(ComputeShader computeShader, const string& name, const Matrix4x4[]& values) | Public | 0x08 | |
| void SetComputeFloatParams(ComputeShader computeShader, const string& name, const float[]& values) | Public | 0x08 | |
| void SetComputeFloatParams(ComputeShader computeShader, int nameID, const float[]& values) | Public | 0x08 | |
| void SetComputeIntParams(ComputeShader computeShader, const string& name, const int[]& values) | Public | 0x08 | |
| void SetComputeIntParams(ComputeShader computeShader, int nameID, const int[]& values) | Public | 0x08 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt, int mipLevel) | Public | 0x28 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt, int mipLevel) | Public | 0x28 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element) | Public | 0x28 | |
| void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element) | Public | 0x28 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, ComputeBuffer buffer) | Public | 0x08 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, ComputeBuffer buffer) | Public | 0x08 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, const GraphicsBufferHandle& bufferHandle) | Public | 0x08 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, const GraphicsBufferHandle& bufferHandle) | Public | 0x08 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer) | Public | 0x08 | |
| void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, GraphicsBuffer buffer) | Public | 0x08 | |
| void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetComputeConstantBufferParam(ComputeShader computeShader, const string& name, ComputeBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, GraphicsBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetComputeConstantBufferParam(ComputeShader computeShader, const string& name, GraphicsBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetComputeParamsFromMaterial(ComputeShader computeShader, int kernelIndex, Material material) | Public | 0x08 | |
| void DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ) | Public | 0x08 | |
| void DispatchCompute(ComputeShader computeShader, int kernelIndex, ComputeBuffer indirectBuffer, uint argsOffset) | Public | 0x08 | |
| void DispatchCompute(ComputeShader computeShader, int kernelIndex, GraphicsBuffer indirectBuffer, uint argsOffset) | Public | 0x08 | |
| void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure) | Public | 0x08 | |
| void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure, const Vector3& relativeOrigin) | Public | 0x0C | |
| void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure, const BuildSettings& buildSettings) | Public | 0x10 | |
| void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, const string& name, RayTracingAccelerationStructure rayTracingAccelerationStructure) | Public | 0x08 | |
| void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure) | Public | 0x08 | |
| void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, const string& name, RayTracingAccelerationStructure rayTracingAccelerationStructure) | Public | 0x08 | |
| void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure) | Public | 0x08 | |
| void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, ComputeBuffer buffer) | Public | 0x08 | |
| void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer) | Public | 0x08 | |
| void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, GraphicsBuffer buffer) | Public | 0x08 | |
| void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer) | Public | 0x08 | |
| void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, const GraphicsBufferHandle& bufferHandle) | Public | 0x08 | |
| void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, const GraphicsBufferHandle& bufferHandle) | Public | 0x08 | |
| void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, const string& name, ComputeBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, const string& name, GraphicsBuffer buffer, int offset, int size) | Public | 0x08 | |
| void SetRayTracingTextureParam(RayTracingShader rayTracingShader, const string& name, const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetRayTracingTextureParam(RayTracingShader rayTracingShader, int nameID, const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetRayTracingFloatParam(RayTracingShader rayTracingShader, const string& name, float val) | Public | 0x08 | |
| void SetRayTracingFloatParam(RayTracingShader rayTracingShader, int nameID, float val) | Public | 0x08 | |
| void SetRayTracingFloatParams(RayTracingShader rayTracingShader, const string& name, const float[]& values) | Public | 0x08 | |
| void SetRayTracingFloatParams(RayTracingShader rayTracingShader, int nameID, const float[]& values) | Public | 0x08 | |
| void SetRayTracingIntParam(RayTracingShader rayTracingShader, const string& name, int val) | Public | 0x08 | |
| void SetRayTracingIntParam(RayTracingShader rayTracingShader, int nameID, int val) | Public | 0x08 | |
| void SetRayTracingIntParams(RayTracingShader rayTracingShader, const string& name, const int[]& values) | Public | 0x08 | |
| void SetRayTracingIntParams(RayTracingShader rayTracingShader, int nameID, const int[]& values) | Public | 0x08 | |
| void SetRayTracingVectorParam(RayTracingShader rayTracingShader, const string& name, const Vector4& val) | Public | 0x10 | |
| void SetRayTracingVectorParam(RayTracingShader rayTracingShader, int nameID, const Vector4& val) | Public | 0x10 | |
| void SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, const string& name, const Vector4[]& values) | Public | 0x08 | |
| void SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, int nameID, const Vector4[]& values) | Public | 0x08 | |
| void SetRayTracingMatrixParam(RayTracingShader rayTracingShader, const string& name, const Matrix4x4& val) | Public | 0x40 | |
| void SetRayTracingMatrixParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4& val) | Public | 0x40 | |
| void SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, const string& name, const Matrix4x4[]& values) | Public | 0x08 | |
| void SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4[]& values) | Public | 0x08 | |
| void DispatchRays(RayTracingShader rayTracingShader, const string& rayGenName, uint width, uint height, uint depth, Camera camera) | Public | 0x08 | |
| void DispatchRays(RayTracingShader rayTracingShader, const string& rayGenName, GraphicsBuffer argsBuffer, uint argsOffset, Camera camera) | Public | 0x08 | |
| void GenerateMips(const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void GenerateMips(RenderTexture rt) | Public | 0x08 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass) | Public | 0x40 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex) | Public | 0x40 | |
| void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material) | Public | 0x40 | |
| void DrawMultipleMeshes(const Matrix4x4[]& matrices, const Mesh[]& meshes, const int[]& subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties) | Public | 0x08 | |
| void DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass) | Public | 0x08 | |
| void DrawRenderer(Renderer renderer, Material material, int submeshIndex) | Public | 0x08 | |
| void DrawRenderer(Renderer renderer, Material material) | Public | 0x08 | |
| void DrawRendererList(const RendererList& rendererList) | Public | 0x18 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount) | Public | 0x40 | |
| void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount) | Public | 0x40 | |
| void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount) | Public | 0x40 | |
| void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount) | Public | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset) | Public | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs) | Public | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset) | Public | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs) | Public | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset) | Public | 0x40 | |
| void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs) | Public | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset) | Public | 0x40 | |
| void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs) | Public | 0x40 | |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties) | Public | 0x08 | |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count) | Public | 0x08 | |
| void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices) | Public | 0x08 | |
| void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties) | Public | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset) | Public | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs) | Public | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties) | Public | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset) | Public | 0x08 | |
| void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs) | Public | 0x08 | |
| void DrawOcclusionMesh(const RectInt& normalizedCamViewport) | Public | 0x10 | |
| void SetRandomWriteTarget(int index, const RenderTargetIdentifier& rt) | Public | 0x28 | |
| void SetRandomWriteTarget(int index, ComputeBuffer buffer, bool preserveCounterValue) | Public | 0x08 | |
| void SetRandomWriteTarget(int index, ComputeBuffer buffer) | Public | 0x08 | |
| void SetRandomWriteTarget(int index, GraphicsBuffer buffer, bool preserveCounterValue) | Public | 0x08 | |
| void SetRandomWriteTarget(int index, GraphicsBuffer buffer) | Public | 0x08 | |
| void CopyCounterValue(ComputeBuffer src, ComputeBuffer dst, uint dstOffsetBytes) | Public | 0x08 | |
| void CopyCounterValue(GraphicsBuffer src, ComputeBuffer dst, uint dstOffsetBytes) | Public | 0x08 | |
| void CopyCounterValue(ComputeBuffer src, GraphicsBuffer dst, uint dstOffsetBytes) | Public | 0x08 | |
| void CopyCounterValue(GraphicsBuffer src, GraphicsBuffer dst, uint dstOffsetBytes) | Public | 0x08 | |
| void CopyTexture(const RenderTargetIdentifier& src, const RenderTargetIdentifier& dst) | Public | 0x28 | |
| void CopyTexture(const RenderTargetIdentifier& src, int srcElement, const RenderTargetIdentifier& dst, int dstElement) | Public | 0x28 | |
| void CopyTexture(const RenderTargetIdentifier& src, int srcElement, int srcMip, const RenderTargetIdentifier& dst, int dstElement, int dstMip) | Public | 0x28 | |
| void CopyTexture(const RenderTargetIdentifier& src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, const RenderTargetIdentifier& dst, int dstElement, int dstMip, int dstX, int dstY) | Public | 0x28 | |
| void Blit(Texture source, const RenderTargetIdentifier& dest) | Public | 0x28 | |
| void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest) | Public | 0x28 | |
| void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest, Material mat, int pass) | Public | 0x28 | |
| void SetGlobalFloat(const string& name, float value) | Public | 0x08 | |
| void SetGlobalInt(const string& name, int value) | Public | 0x08 | |
| void SetGlobalInteger(const string& name, int value) | Public | 0x08 | |
| void SetGlobalVector(const string& name, const Vector4& value) | Public | 0x10 | |
| void SetGlobalColor(const string& name, const Color& value) | Public | 0x10 | |
| void SetGlobalMatrix(const string& name, const Matrix4x4& value) | Public | 0x40 | |
| void SetGlobalFloatArray(const string& propertyName, List<System.Single> values) | Public | 0x08 | |
| void SetGlobalFloatArray(int nameID, List<System.Single> values) | Public | 0x08 | |
| void SetGlobalFloatArray(const string& propertyName, const float[]& values) | Public | 0x08 | |
| void SetGlobalVectorArray(const string& propertyName, List<UnityEngine.Vector4> values) | Public | 0x08 | |
| void SetGlobalVectorArray(int nameID, List<UnityEngine.Vector4> values) | Public | 0x08 | |
| void SetGlobalVectorArray(const string& propertyName, const Vector4[]& values) | Public | 0x08 | |
| void SetGlobalMatrixArray(const string& propertyName, List<UnityEngine.Matrix4x4> values) | Public | 0x08 | |
| void SetGlobalMatrixArray(int nameID, List<UnityEngine.Matrix4x4> values) | Public | 0x08 | |
| void SetGlobalMatrixArray(const string& propertyName, const Matrix4x4[]& values) | Public | 0x08 | |
| void SetGlobalTexture(const string& name, const RenderTargetIdentifier& value) | Public | 0x28 | |
| void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value) | Public | 0x28 | |
| void SetGlobalTexture(const string& name, const RenderTargetIdentifier& value, const RenderTextureSubElement& element) | Public | 0x28 | |
| void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value, const RenderTextureSubElement& element) | Public | 0x28 | |
| void SetGlobalBuffer(const string& name, ComputeBuffer value) | Public | 0x08 | |
| void SetGlobalBuffer(int nameID, ComputeBuffer value) | Public | 0x08 | |
| void SetGlobalBuffer(const string& name, GraphicsBuffer value) | Public | 0x08 | |
| void SetGlobalBuffer(int nameID, GraphicsBuffer value) | Public | 0x08 | |
| void SetGlobalConstantBuffer(ComputeBuffer buffer, int nameID, int offset, int size) | Public | 0x08 | |
| void SetGlobalConstantBuffer(ComputeBuffer buffer, const string& name, int offset, int size) | Public | 0x08 | |
| void SetGlobalConstantBuffer(GraphicsBuffer buffer, int nameID, int offset, int size) | Public | 0x08 | |
| void SetGlobalConstantBuffer(GraphicsBuffer buffer, const string& name, int offset, int size) | Public | 0x08 | |
| void SetShadowSamplingMode(const RenderTargetIdentifier& shadowmap, const ShadowSamplingMode& mode) | Public | 0x28 | |
| void SetSinglePassStereo(const SinglePassStereoMode& mode) | Public | 0x04 | |
| void IssuePluginEvent(long callback, int eventID) | Public | 0x08 | |
| void IssuePluginEventAndData(long callback, int eventID, long data) | Public | 0x08 | |
| void IssuePluginCustomBlit(long callback, uint command, const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest, uint commandParam, uint commandFlags) | Public | 0x28 | |
| void IssuePluginCustomTextureUpdateV2(long callback, Texture targetTexture, uint userData) | Public | 0x08 | |
| void Internal_RequestAsyncReadback_1_Injected(long _unity_self, long src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_2_Injected(long _unity_self, long src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_3_Injected(long _unity_self, long src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_4_Injected(long _unity_self, long src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_5_Injected(long _unity_self, long src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_6_Injected(long _unity_self, long src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_7_Injected(long _unity_self, long src, int mipIndex, int x, int width, int y, int height, int z, int depth, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_8_Injected(long _unity_self, long src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void Internal_RequestAsyncReadback_9_Injected(long _unity_self, long src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData) | PrivateStatic | 0x08 | |
| void SetInvertCulling_Injected(long _unity_self, bool invertCulling) | PrivateStatic | 0x08 | |
| void Internal_SetSinglePassStereo_Injected(long _unity_self, const SinglePassStereoMode& mode) | PrivateStatic | 0x08 | |
| long CreateGPUFence_Internal_Injected(long _unity_self, const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage) | PrivateStatic | 0x08 | |
| void WaitOnGPUFence_Internal_Injected(long _unity_self, long fencePtr, const SynchronisationStageFlags& stage) | PrivateStatic | 0x08 | |
| void ReleaseBuffer_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void SetComputeFloatParam_Injected(long _unity_self, long computeShader, int nameID, float val) | PrivateStatic | 0x08 | |
| void SetComputeIntParam_Injected(long _unity_self, long computeShader, int nameID, int val) | PrivateStatic | 0x08 | |
| void SetComputeVectorParam_Injected(long _unity_self, long computeShader, int nameID, ref Vector4& val) | PrivateStatic | 0x10 | |
| void SetComputeVectorArrayParam_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void SetComputeMatrixParam_Injected(long _unity_self, long computeShader, int nameID, ref Matrix4x4& val) | PrivateStatic | 0x40 | |
| void SetComputeMatrixArrayParam_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void Internal_SetComputeFloats_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void Internal_SetComputeInts_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void Internal_SetComputeTextureParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, ref RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element) | PrivateStatic | 0x28 | |
| void Internal_SetComputeBufferParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, long buffer) | PrivateStatic | 0x08 | |
| void Internal_SetComputeGraphicsBufferHandleParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, ref GraphicsBufferHandle& bufferHandle) | PrivateStatic | 0x08 | |
| void Internal_SetComputeGraphicsBufferParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, long buffer) | PrivateStatic | 0x08 | |
| void Internal_SetComputeConstantComputeBufferParam_Injected(long _unity_self, long computeShader, int nameID, long buffer, int offset, int size) | PrivateStatic | 0x08 | |
| void Internal_SetComputeConstantGraphicsBufferParam_Injected(long _unity_self, long computeShader, int nameID, long buffer, int offset, int size) | PrivateStatic | 0x08 | |
| void Internal_SetComputeParamsFromMaterial_Injected(long _unity_self, long computeShader, int kernelIndex, long material) | PrivateStatic | 0x08 | |
| void Internal_DispatchCompute_Injected(long _unity_self, long computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ) | PrivateStatic | 0x08 | |
| void Internal_DispatchComputeIndirect_Injected(long _unity_self, long computeShader, int kernelIndex, long indirectBuffer, uint argsOffset) | PrivateStatic | 0x08 | |
| void Internal_DispatchComputeIndirectGraphicsBuffer_Injected(long _unity_self, long computeShader, int kernelIndex, long indirectBuffer, uint argsOffset) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingComputeBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingGraphicsBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingGraphicsBufferHandleParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref GraphicsBufferHandle& bufferHandle) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingConstantComputeBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer, int offset, int size) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingConstantGraphicsBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer, int offset, int size) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingTextureParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref RenderTargetIdentifier& rt) | PrivateStatic | 0x28 | |
| void Internal_SetRayTracingFloatParam_Injected(long _unity_self, long rayTracingShader, int nameID, float val) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingIntParam_Injected(long _unity_self, long rayTracingShader, int nameID, int val) | PrivateStatic | 0x08 | |
| void Internal_SetRayTracingVectorParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref Vector4& val) | PrivateStatic | 0x10 | |
| void Internal_SetRayTracingVectorArrayParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void Internal_SetRayTracingMatrixParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref Matrix4x4& val) | PrivateStatic | 0x40 | |
| void Internal_SetRayTracingMatrixArrayParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void Internal_SetRayTracingFloats_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void Internal_SetRayTracingInts_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void Internal_BuildRayTracingAccelerationStructure_Injected(long _unity_self, long accelerationStructure, ref BuildSettings& buildSettings) | PrivateStatic | 0x10 | |
| void Internal_SetRayTracingAccelerationStructure_Injected(long _unity_self, long rayTracingShader, int nameID, long accelerationStructure) | PrivateStatic | 0x08 | |
| void Internal_SetComputeRayTracingAccelerationStructure_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, long accelerationStructure) | PrivateStatic | 0x08 | |
| void SetRayTracingShaderPass_Injected(long _unity_self, long rayTracingShader, ref ManagedSpanWrapper& passName) | PrivateStatic | 0x10 | |
| void Internal_DispatchRays_Injected(long _unity_self, long rayTracingShader, ref ManagedSpanWrapper& rayGenShaderName, uint width, uint height, uint depth, long camera) | PrivateStatic | 0x10 | |
| void Internal_DispatchRaysIndirect_Injected(long _unity_self, long rayTracingShader, ref ManagedSpanWrapper& rayGenShaderName, long argsBuffer, uint argsOffset, long camera) | PrivateStatic | 0x10 | |
| void Internal_GenerateMips_Injected(long _unity_self, ref RenderTargetIdentifier& rt) | PrivateStatic | 0x28 | |
| void CopyCounterValueCC_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes) | PrivateStatic | 0x08 | |
| void CopyCounterValueGC_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes) | PrivateStatic | 0x08 | |
| void CopyCounterValueCG_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes) | PrivateStatic | 0x08 | |
| void CopyCounterValueGG_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes) | PrivateStatic | 0x08 | |
| void get_name_Injected(long _unity_self, ref ManagedSpanWrapper& ret) | PrivateStatic | 0x10 | |
| void set_name_Injected(long _unity_self, ref ManagedSpanWrapper& value) | PrivateStatic | 0x10 | |
| int get_sizeInBytes_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void Clear_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void Internal_DrawMesh_Injected(long _unity_self, long mesh, ref Matrix4x4& matrix, long material, int submeshIndex, int shaderPass, long properties) | PrivateStatic | 0x40 | |
| void Internal_DrawMultipleMeshes_Injected(long _unity_self, ref ManagedSpanWrapper& matrices, const Mesh[]& meshes, ref ManagedSpanWrapper& subsetIndices, int count, long material, int shaderPass, long properties) | PrivateStatic | 0x10 | |
| void Internal_DrawRenderer_Injected(long _unity_self, long renderer, long material, int submeshIndex, int shaderPass) | PrivateStatic | 0x08 | |
| void Internal_DrawRendererList_Injected(long _unity_self, ref RendererList& rendererList) | PrivateStatic | 0x18 | |
| void Internal_DrawProcedural_Injected(long _unity_self, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, long properties) | PrivateStatic | 0x40 | |
| void Internal_DrawProceduralIndexed_Injected(long _unity_self, long indexBuffer, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, long properties) | PrivateStatic | 0x40 | |
| void Internal_DrawProceduralIndirect_Injected(long _unity_self, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, long bufferWithArgs, int argsOffset, long properties) | PrivateStatic | 0x40 | |
| void Internal_DrawProceduralIndexedIndirect_Injected(long _unity_self, long indexBuffer, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, long bufferWithArgs, int argsOffset, long properties) | PrivateStatic | 0x40 | |
| void Internal_DrawProceduralIndirectGraphicsBuffer_Injected(long _unity_self, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, long bufferWithArgs, int argsOffset, long properties) | PrivateStatic | 0x40 | |
| void Internal_DrawProceduralIndexedIndirectGraphicsBuffer_Injected(long _unity_self, long indexBuffer, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, long bufferWithArgs, int argsOffset, long properties) | PrivateStatic | 0x40 | |
| void Internal_DrawMeshInstanced_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, ref ManagedSpanWrapper& matrices, int count, long properties) | PrivateStatic | 0x10 | |
| void Internal_DrawMeshInstancedProcedural_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, int count, long properties) | PrivateStatic | 0x08 | |
| void Internal_DrawMeshInstancedIndirect_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, long bufferWithArgs, int argsOffset, long properties) | PrivateStatic | 0x08 | |
| void Internal_DrawMeshInstancedIndirectGraphicsBuffer_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, long bufferWithArgs, int argsOffset, long properties) | PrivateStatic | 0x08 | |
| void Internal_DrawOcclusionMesh_Injected(long _unity_self, ref RectInt& normalizedCamViewport) | PrivateStatic | 0x10 | |
| void SetRandomWriteTarget_Texture_Injected(long _unity_self, int index, ref RenderTargetIdentifier& rt) | PrivateStatic | 0x28 | |
| void SetRandomWriteTarget_Buffer_Injected(long _unity_self, int index, long uav, bool preserveCounterValue) | PrivateStatic | 0x08 | |
| void SetRandomWriteTarget_GraphicsBuffer_Injected(long _unity_self, int index, long uav, bool preserveCounterValue) | PrivateStatic | 0x08 | |
| void ClearRandomWriteTargets_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void SetViewport_Injected(long _unity_self, ref Rect& pixelRect) | PrivateStatic | 0x10 | |
| void EnableScissorRect_Injected(long _unity_self, ref Rect& scissor) | PrivateStatic | 0x10 | |
| void DisableScissorRect_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void CopyTexture_Internal_Injected(long _unity_self, ref RenderTargetIdentifier& src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, ref RenderTargetIdentifier& dst, int dstElement, int dstMip, int dstX, int dstY, int mode) | PrivateStatic | 0x28 | |
| void Blit_Texture_Injected(long _unity_self, long source, ref RenderTargetIdentifier& dest, long mat, int pass, ref Vector2& scale, ref Vector2& offset, int sourceDepthSlice, int destDepthSlice) | PrivateStatic | 0x28 | |
| void Blit_Identifier_Injected(long _unity_self, ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, long mat, int pass, ref Vector2& scale, ref Vector2& offset, int sourceDepthSlice, int destDepthSlice) | PrivateStatic | 0x28 | |
| void GetTemporaryRT_Injected(long _unity_self, int nameID, int width, int height, const FilterMode& filter, const GraphicsFormat& colorFormat, const GraphicsFormat& depthStencilFormat, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode, bool useDynamicScale, const ShadowSamplingMode& shadowSamplingMode) | PrivateStatic | 0x08 | |
| void GetTemporaryRTWithDescriptor_Injected(long _unity_self, int nameID, ref RenderTextureDescriptor& desc, const FilterMode& filter) | PrivateStatic | 0x34 | |
| void GetTemporaryRTArray_Injected(long _unity_self, int nameID, int width, int height, int slices, const FilterMode& filter, const GraphicsFormat& colorFormat, const GraphicsFormat& depthStencilFormat, int antiAliasing, bool enableRandomWrite, bool useDynamicScale, const ShadowSamplingMode& shadowSamplingMode) | PrivateStatic | 0x08 | |
| void ReleaseTemporaryRT_Injected(long _unity_self, int nameID) | PrivateStatic | 0x08 | |
| void SetGlobalFloat_Injected(long _unity_self, int nameID, float value) | PrivateStatic | 0x08 | |
| void SetGlobalInt_Injected(long _unity_self, int nameID, int value) | PrivateStatic | 0x08 | |
| void SetGlobalInteger_Injected(long _unity_self, int nameID, int value) | PrivateStatic | 0x08 | |
| void SetGlobalVector_Injected(long _unity_self, int nameID, ref Vector4& value) | PrivateStatic | 0x10 | |
| void SetGlobalColor_Injected(long _unity_self, int nameID, ref Color& value) | PrivateStatic | 0x10 | |
| void SetGlobalMatrix_Injected(long _unity_self, int nameID, ref Matrix4x4& value) | PrivateStatic | 0x40 | |
| void EnableShaderKeyword_Injected(long _unity_self, ref ManagedSpanWrapper& keyword) | PrivateStatic | 0x10 | |
| void EnableGlobalKeyword_Injected(long _unity_self, ref GlobalKeyword& keyword) | PrivateStatic | 0x08 | |
| void EnableMaterialKeyword_Injected(long _unity_self, long material, ref LocalKeyword& keyword) | PrivateStatic | 0x18 | |
| void EnableComputeKeyword_Injected(long _unity_self, long computeShader, ref LocalKeyword& keyword) | PrivateStatic | 0x18 | |
| void DisableShaderKeyword_Injected(long _unity_self, ref ManagedSpanWrapper& keyword) | PrivateStatic | 0x10 | |
| void DisableGlobalKeyword_Injected(long _unity_self, ref GlobalKeyword& keyword) | PrivateStatic | 0x08 | |
| void DisableMaterialKeyword_Injected(long _unity_self, long material, ref LocalKeyword& keyword) | PrivateStatic | 0x18 | |
| void DisableComputeKeyword_Injected(long _unity_self, long computeShader, ref LocalKeyword& keyword) | PrivateStatic | 0x18 | |
| void SetGlobalKeyword_Injected(long _unity_self, ref GlobalKeyword& keyword, bool value) | PrivateStatic | 0x08 | |
| void SetMaterialKeyword_Injected(long _unity_self, long material, ref LocalKeyword& keyword, bool value) | PrivateStatic | 0x18 | |
| void SetComputeKeyword_Injected(long _unity_self, long computeShader, ref LocalKeyword& keyword, bool value) | PrivateStatic | 0x18 | |
| void SetViewProjectionMatrices_Injected(long _unity_self, ref Matrix4x4& view, ref Matrix4x4& proj) | PrivateStatic | 0x40 | |
| void SetGlobalDepthBias_Injected(long _unity_self, float bias, float slopeBias) | PrivateStatic | 0x08 | |
| void SetExecutionFlags_Injected(long _unity_self, const CommandBufferExecutionFlags& flags) | PrivateStatic | 0x08 | |
| bool ValidateAgainstExecutionFlags_Injected(long _unity_self, const CommandBufferExecutionFlags& requiredFlags, const CommandBufferExecutionFlags& invalidFlags) | PrivateStatic | 0x08 | |
| void SetGlobalFloatArrayListImpl_Injected(long _unity_self, int nameID, object values) | PrivateStatic | 0x08 | |
| void SetGlobalVectorArrayListImpl_Injected(long _unity_self, int nameID, object values) | PrivateStatic | 0x08 | |
| void SetGlobalMatrixArrayListImpl_Injected(long _unity_self, int nameID, object values) | PrivateStatic | 0x08 | |
| void SetGlobalFloatArray_Injected(long _unity_self, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void SetGlobalVectorArray_Injected(long _unity_self, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void SetGlobalMatrixArray_Injected(long _unity_self, int nameID, ref ManagedSpanWrapper& values) | PrivateStatic | 0x10 | |
| void SetLateLatchProjectionMatrices_Injected(long _unity_self, ref ManagedSpanWrapper& projectionMat) | PrivateStatic | 0x10 | |
| void MarkLateLatchMatrixShaderPropertyID_Injected(long _unity_self, const CameraLateLatchMatrixType& matrixPropertyType, int shaderPropertyID) | PrivateStatic | 0x08 | |
| void UnmarkLateLatchMatrix_Injected(long _unity_self, const CameraLateLatchMatrixType& matrixPropertyType) | PrivateStatic | 0x08 | |
| void SetGlobalTexture_Impl_Injected(long _unity_self, int nameID, ref RenderTargetIdentifier& rt, const RenderTextureSubElement& element) | PrivateStatic | 0x28 | |
| void SetGlobalBufferInternal_Injected(long _unity_self, int nameID, long value) | PrivateStatic | 0x08 | |
| void SetGlobalGraphicsBufferInternal_Injected(long _unity_self, int nameID, long value) | PrivateStatic | 0x08 | |
| void SetShadowSamplingMode_Impl_Injected(long _unity_self, ref RenderTargetIdentifier& shadowmap, const ShadowSamplingMode& mode) | PrivateStatic | 0x28 | |
| void IssuePluginEventInternal_Injected(long _unity_self, long callback, int eventID) | PrivateStatic | 0x08 | |
| void BeginSample_Injected(long _unity_self, ref ManagedSpanWrapper& name) | PrivateStatic | 0x10 | |
| void EndSample_Injected(long _unity_self, ref ManagedSpanWrapper& name) | PrivateStatic | 0x10 | |
| void BeginSample_CustomSampler_Injected(long _unity_self, long sampler) | PrivateStatic | 0x08 | |
| void EndSample_CustomSampler_Injected(long _unity_self, long sampler) | PrivateStatic | 0x08 | |
| void IssuePluginEventAndDataInternal_Injected(long _unity_self, long callback, int eventID, long data) | PrivateStatic | 0x08 | |
| void IssuePluginCustomBlitInternal_Injected(long _unity_self, long callback, uint command, ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, uint commandParam, uint commandFlags) | PrivateStatic | 0x28 | |
| void IssuePluginCustomTextureUpdateInternal_Injected(long _unity_self, long callback, long targetTexture, uint userData, bool useNewUnityRenderingExtTextureUpdateParamsV2) | PrivateStatic | 0x08 | |
| void SetGlobalConstantBufferInternal_Injected(long _unity_self, long buffer, int nameID, int offset, int size) | PrivateStatic | 0x08 | |
| void SetGlobalConstantGraphicsBufferInternal_Injected(long _unity_self, long buffer, int nameID, int offset, int size) | PrivateStatic | 0x08 | |
| void IncrementUpdateCount_Injected(long _unity_self, ref RenderTargetIdentifier& dest) | PrivateStatic | 0x28 | |
| void SetInstanceMultiplier_Injected(long _unity_self, uint multiplier) | PrivateStatic | 0x08 | |
| void SetFoveatedRenderingMode_Injected(long _unity_self, const FoveatedRenderingMode& foveatedRenderingMode) | PrivateStatic | 0x08 | |
| void SetWireframe_Injected(long _unity_self, bool enable) | PrivateStatic | 0x08 | |
| void ConfigureFoveatedRendering_Injected(long _unity_self, long platformData) | PrivateStatic | 0x08 | |
| void ClearRenderTargetSingle_Internal_Injected(long _unity_self, const RTClearFlags& clearFlags, ref Color& color, float depth, uint stencil) | PrivateStatic | 0x10 | |
| void ClearRenderTargetMulti_Internal_Injected(long _unity_self, const RTClearFlags& clearFlags, ref ManagedSpanWrapper& colors, float depth, uint stencil) | PrivateStatic | 0x10 | |
| void SetRenderTargetSingle_Internal_Injected(long _unity_self, ref RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction) | PrivateStatic | 0x28 | |
| void SetRenderTargetColorDepth_Internal_Injected(long _unity_self, ref RenderTargetIdentifier& color, ref RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | PrivateStatic | 0x28 | |
| void SetRenderTargetMulti_Internal_Injected(long _unity_self, ref ManagedSpanWrapper& colors, ref RenderTargetIdentifier& depth, ref ManagedSpanWrapper& colorLoadActions, ref ManagedSpanWrapper& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags) | PrivateStatic | 0x28 | |
| void SetRenderTargetColorDepthSubtarget_Injected(long _unity_self, ref RenderTargetIdentifier& color, ref RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | PrivateStatic | 0x28 | |
| void SetRenderTargetMultiSubtarget_Injected(long _unity_self, ref ManagedSpanWrapper& colors, ref RenderTargetIdentifier& depth, ref ManagedSpanWrapper& colorLoadActions, ref ManagedSpanWrapper& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, int mipLevel, const CubemapFace& cubemapFace, int depthSlice) | PrivateStatic | 0x28 | |
| void InternalSetComputeBufferNativeData_Injected(long _unity_self, long buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | PrivateStatic | 0x08 | |
| void InternalSetComputeBufferData_Injected(long _unity_self, long buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | PrivateStatic | 0x08 | |
| void InternalSetComputeBufferCounterValue_Injected(long _unity_self, long buffer, uint counterValue) | PrivateStatic | 0x08 | |
| void InternalSetGraphicsBufferNativeData_Injected(long _unity_self, long buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | PrivateStatic | 0x08 | |
| void InternalSetGraphicsBufferData_Injected(long _unity_self, long buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize) | PrivateStatic | 0x08 | |
| void InternalSetGraphicsBufferCounterValue_Injected(long _unity_self, long buffer, uint counterValue) | PrivateStatic | 0x08 | |
| void BeginRenderPass_Internal_Injected(long _unity_self, int width, int height, int volumeDepth, int samples, ref ManagedSpanWrapper& attachments, int depthAttachmentIndex, int shadingRateImageAttachmentIndex, ref ManagedSpanWrapper& subPasses, ref ManagedSpanWrapper& debugNameUtf8) | PrivateStatic | 0x10 | |
| void NextSubPass_Internal_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void EndRenderPass_Internal_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void SetupCameraProperties_Internal_Injected(long _unity_self, long camera) | PrivateStatic | 0x08 | |
| void InvokeOnRenderObjectCallbacks_Internal_Injected(long _unity_self) | PrivateStatic | 0x08 | |
| void SetShadingRateFragmentSize_Impl_Injected(long _unity_self, const ShadingRateFragmentSize& shadingRateFragmentSize) | PrivateStatic | 0x08 | |
| void SetShadingRateCombiner_Impl_Injected(long _unity_self, const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner) | PrivateStatic | 0x08 | |
| void SetShadingRateImage_Impl_Injected(long _unity_self, ref RenderTargetIdentifier& shadingRateImage) | PrivateStatic | 0x28 | |
| void ResetShadingRate_Impl_Injected(long _unity_self) | PrivateStatic | 0x08 |
Used by 189
types with a member, parameter or interface of this type<>c<>c__DisplayClass24_0<>c__DisplayClass34_0AccelStructAdapterAccelStructInstancesAction`1Action`2AdditionalLightsShadowCasterPassAutoReactiveMaskPassBaseCommandBufferBaseDrawerBeautifyAnamorphicFlaresLumMaskPassBeautifyBloomLumMaskPassBeautifyDoFTransparentMaskPassBeautifyOutlineDepthPrepassBeautifyRenderPassBeautifySharpenExclusionMaskPassBindingsMarshallerBlitterBlitterDelegateBufferedRTHandleSystemCameraCameraJitterPassCapsuleGeometryDrawerCircleGeometryDrawerCleanupPassCommandBuffer[]CommandBufferExtensionsCommandBufferHelpersCommandBufferPoolCommonComputeCommandBufferComputeRayTracingAccelStructComputeRayTracingShaderConstantBufferConstantBuffer`1CopyColorPassCopyDepthPassCoreUtilsCustomReactiveMaskPassDBufferRenderPassDebugHandlerDebugOverlayDecalDrawSystemDecalGBufferRenderPassDecalScreenSpaceRenderPassDeferredLightsDeferredPassDepthNormalOnlyPassDepthOnlyPassDrawCommandDrawerGroupDrawObjectsPassEmptyArray`1EnumeratorFinalBlitPassFinalPassURPFSR3UpscalerFsr3UpscalerAccumulatePassFsr3UpscalerContextFsr3UpscalerGenerateReactivePassFsr3UpscalerLumaInstabilityPassFsr3UpscalerLumaPyramidPassFsr3UpscalerPassFSR3UpscalerPluginFsr3UpscalerPrepareInputsPassFsr3UpscalerPrepareReactivityPassFsr3UpscalerResourcesFsr3UpscalerShadingChangePassFsr3UpscalerShadingChangePyramidPassFsr3UpscalerSharpenPassFSRUtilsGeometryPoolGPUPrefixSumGPUSortGraphicsGraphicsHelpersGTAOGTAOPassURPHammersley+109 more