Zdexby TheHolyOneZ
36,909 classes
Class

CommandBuffer

: Object
UnityEngine.Rendering.CommandBuffer, UnityEngine.CoreModule 0x0018 (24 B) inherited 0x0010 UnityEngine.CoreModule.dll
implements IDisposable
0x00x0018

Members 2

OffsetSizeNameTypeFlagsDefault
0x01ThrowOnSetRenderTargetboolPublicStatic—
0x08m_Ptrlong1 flags—

Functions 577

SignatureFlagsNativeParams
void RequestAsyncReadback(ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(GraphicsBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(ComputeBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(GraphicsBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(Texture src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(Texture src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(Texture src, int mipIndex, const TextureFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(Texture src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
void RequestAsyncReadback(Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x08
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)Public0x08
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)Public0x08
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x10
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)Public0x10
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)Public0x10
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)Public0x10
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)Public0x10
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)Public0x10
void Internal_RequestAsyncReadback_1(ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)Private0x08
void Internal_RequestAsyncReadback_2(ComputeBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)Private0x08
void Internal_RequestAsyncReadback_3(Texture src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)Private0x08
void Internal_RequestAsyncReadback_4(Texture src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)Private0x08
void Internal_RequestAsyncReadback_5(Texture src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)Private0x08
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)Private0x08
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)Private0x08
void Internal_RequestAsyncReadback_8(GraphicsBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)Private0x08
void Internal_RequestAsyncReadback_9(GraphicsBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)Private0x08
void SetInvertCulling(bool invertCulling)Public0x01
void Internal_SetSinglePassStereo(const SinglePassStereoMode& mode)Private0x04
long InitBuffer()PrivateStatic0x08
long CreateGPUFence_Internal(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage)Private0x08
void WaitOnGPUFence_Internal(long fencePtr, const SynchronisationStageFlags& stage)Private0x08
void ReleaseBuffer()Private0x00
void SetComputeFloatParam(ComputeShader computeShader, int nameID, float val)Public0x08
void SetComputeIntParam(ComputeShader computeShader, int nameID, int val)Public0x08
void SetComputeVectorParam(ComputeShader computeShader, int nameID, const Vector4& val)Public0x10
void SetComputeVectorArrayParam(ComputeShader computeShader, int nameID, const Vector4[]& values)Public0x08
void SetComputeMatrixParam(ComputeShader computeShader, int nameID, const Matrix4x4& val)Public0x40
void SetComputeMatrixArrayParam(ComputeShader computeShader, int nameID, const Matrix4x4[]& values)Public0x08
void Internal_SetComputeFloats(ComputeShader computeShader, int nameID, const float[]& values)Private0x08
void Internal_SetComputeInts(ComputeShader computeShader, int nameID, const int[]& values)Private0x08
void Internal_SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, ref RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element)Private0x28
void Internal_SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, ComputeBuffer buffer)Private0x08
void Internal_SetComputeGraphicsBufferHandleParam(ComputeShader computeShader, int kernelIndex, int nameID, const GraphicsBufferHandle& bufferHandle)Private0x08
void Internal_SetComputeGraphicsBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer)Private0x08
void Internal_SetComputeConstantComputeBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size)Private0x08
void Internal_SetComputeConstantGraphicsBufferParam(ComputeShader computeShader, int nameID, GraphicsBuffer buffer, int offset, int size)Private0x08
void Internal_SetComputeParamsFromMaterial(ComputeShader computeShader, int kernelIndex, Material material)Private0x08
void Internal_DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ)Private0x08
void Internal_DispatchComputeIndirect(ComputeShader computeShader, int kernelIndex, ComputeBuffer indirectBuffer, uint argsOffset)Private0x08
void Internal_DispatchComputeIndirectGraphicsBuffer(ComputeShader computeShader, int kernelIndex, GraphicsBuffer indirectBuffer, uint argsOffset)Private0x08
void Internal_SetRayTracingComputeBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer)Private0x08
void Internal_SetRayTracingGraphicsBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer)Private0x08
void Internal_SetRayTracingGraphicsBufferHandleParam(RayTracingShader rayTracingShader, int nameID, const GraphicsBufferHandle& bufferHandle)Private0x08
void Internal_SetRayTracingConstantComputeBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer, int offset, int size)Private0x08
void Internal_SetRayTracingConstantGraphicsBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer, int offset, int size)Private0x08
void Internal_SetRayTracingTextureParam(RayTracingShader rayTracingShader, int nameID, ref RenderTargetIdentifier& rt)Private0x28
void Internal_SetRayTracingFloatParam(RayTracingShader rayTracingShader, int nameID, float val)Private0x08
void Internal_SetRayTracingIntParam(RayTracingShader rayTracingShader, int nameID, int val)Private0x08
void Internal_SetRayTracingVectorParam(RayTracingShader rayTracingShader, int nameID, const Vector4& val)Private0x10
void Internal_SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, int nameID, const Vector4[]& values)Private0x08
void Internal_SetRayTracingMatrixParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4& val)Private0x40
void Internal_SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4[]& values)Private0x08
void Internal_SetRayTracingFloats(RayTracingShader rayTracingShader, int nameID, const float[]& values)Private0x08
void Internal_SetRayTracingInts(RayTracingShader rayTracingShader, int nameID, const int[]& values)Private0x08
void Internal_BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure, const BuildSettings& buildSettings)Private0x10
void Internal_SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, int nameID, RayTracingAccelerationStructure accelerationStructure)Private0x08
void Internal_SetComputeRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, int nameID, RayTracingAccelerationStructure accelerationStructure)Private0x08
void SetRayTracingShaderPass(RayTracingShader rayTracingShader, const string& passName)Public0x08
void Internal_DispatchRays(RayTracingShader rayTracingShader, const string& rayGenShaderName, uint width, uint height, uint depth, Camera camera)Private0x08
void Internal_DispatchRaysIndirect(RayTracingShader rayTracingShader, const string& rayGenShaderName, GraphicsBuffer argsBuffer, uint argsOffset, Camera camera)Private0x08
void Internal_GenerateMips(const RenderTargetIdentifier& rt)Private0x28
void CopyCounterValueCC(ComputeBuffer src, ComputeBuffer dst, uint dstOffsetBytes)Private0x08
void CopyCounterValueGC(GraphicsBuffer src, ComputeBuffer dst, uint dstOffsetBytes)Private0x08
void CopyCounterValueCG(ComputeBuffer src, GraphicsBuffer dst, uint dstOffsetBytes)Private0x08
void CopyCounterValueGG(GraphicsBuffer src, GraphicsBuffer dst, uint dstOffsetBytes)Private0x08
string get_name()Public+1 flags0x08
void set_name(const string& value)Public+1 flags0x08
int get_sizeInBytes()Public+1 flags0x04
void Clear()Public0x00
void Internal_DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)Private0x40
void Internal_DrawMultipleMeshes(const Matrix4x4[]& matrices, const Mesh[]& meshes, const int[]& subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties)Private0x08
void Internal_DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass)Private0x08
void Internal_DrawRendererList(const RendererList& rendererList)Private0x18
void Internal_DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)Private0x40
void Internal_DrawProceduralIndexed(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, MaterialPropertyBlock properties)Private0x40
void Internal_DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Private0x40
void Internal_DrawProceduralIndexedIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Private0x40
void Internal_DrawProceduralIndirectGraphicsBuffer(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Private0x40
void Internal_DrawProceduralIndexedIndirectGraphicsBuffer(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Private0x40
void Internal_DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties)Private0x08
void Internal_DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties)Private0x08
void Internal_DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Private0x08
void Internal_DrawMeshInstancedIndirectGraphicsBuffer(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Private0x08
void Internal_DrawOcclusionMesh(const RectInt& normalizedCamViewport)Private0x10
void SetRandomWriteTarget_Texture(int index, ref RenderTargetIdentifier& rt)Private0x28
void SetRandomWriteTarget_Buffer(int index, ComputeBuffer uav, bool preserveCounterValue)Private0x08
void SetRandomWriteTarget_GraphicsBuffer(int index, GraphicsBuffer uav, bool preserveCounterValue)Private0x08
void ClearRandomWriteTargets()Public0x00
void SetViewport(const Rect& pixelRect)Public0x10
void EnableScissorRect(const Rect& scissor)Public0x10
void DisableScissorRect()Public0x00
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)Private0x28
void Blit_Texture(Texture source, ref RenderTargetIdentifier& dest, Material mat, int pass, const Vector2& scale, const Vector2& offset, int sourceDepthSlice, int destDepthSlice)Private0x28
void Blit_Identifier(ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, Material mat, int pass, const Vector2& scale, const Vector2& offset, int sourceDepthSlice, int destDepthSlice)Private0x28
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)Private0x04
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)Public0x04
void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite, const RenderTextureMemoryless& memorylessMode)Public0x04
void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite)Public0x04
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)Public0x04
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)Public0x04
void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing, bool enableRandomWrite)Public0x04
void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite, int antiAliasing)Public0x04
void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format, const RenderTextureReadWrite& readWrite)Public0x04
void GetTemporaryRT(int nameID, int width, int height, int depthBuffer, const FilterMode& filter, const RenderTextureFormat& format)Public0x04
void GetTemporaryRTWithDescriptor(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter)Private0x34
void GetTemporaryRT(int nameID, const RenderTextureDescriptor& desc, const FilterMode& filter)Public0x34
void GetTemporaryRT(int nameID, const RenderTextureDescriptor& desc)Public0x34
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)Private0x04
void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite, bool useDynamicScale)Public0x04
void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, const FilterMode& filter, const GraphicsFormat& format, int antiAliasing, bool enableRandomWrite)Public0x04
void ReleaseTemporaryRT(int nameID)Public0x04
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor)Public0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth)Public0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth, uint stencil)Public0x10
void ClearRenderTarget(const RTClearFlags& clearFlags, const Color& backgroundColor, float depth, uint stencil)Public0x10
void ClearRenderTarget(const RTClearFlags& clearFlags, const Color[]& backgroundColors, float depth, uint stencil)Public0x08
void SetGlobalFloat(int nameID, float value)Public0x04
void SetGlobalInt(int nameID, int value)Public0x04
void SetGlobalInteger(int nameID, int value)Public0x04
void SetGlobalVector(int nameID, const Vector4& value)Public0x10
void SetGlobalColor(int nameID, const Color& value)Public0x10
void SetGlobalMatrix(int nameID, const Matrix4x4& value)Public0x40
void EnableShaderKeyword(const string& keyword)Public0x08
void EnableGlobalKeyword(const GlobalKeyword& keyword)Private0x04
void EnableMaterialKeyword(Material material, const LocalKeyword& keyword)Private0x18
void EnableComputeKeyword(ComputeShader computeShader, const LocalKeyword& keyword)Private0x18
void EnableKeyword(ref GlobalKeyword& keyword)Public0x04
void EnableKeyword(Material material, ref LocalKeyword& keyword)Public0x18
void EnableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword)Public0x18
void DisableShaderKeyword(const string& keyword)Public0x08
void DisableGlobalKeyword(const GlobalKeyword& keyword)Private0x04
void DisableMaterialKeyword(Material material, const LocalKeyword& keyword)Private0x18
void DisableComputeKeyword(ComputeShader computeShader, const LocalKeyword& keyword)Private0x18
void DisableKeyword(ref GlobalKeyword& keyword)Public0x04
void DisableKeyword(Material material, ref LocalKeyword& keyword)Public0x18
void DisableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword)Public0x18
void SetGlobalKeyword(const GlobalKeyword& keyword, bool value)Private0x04
void SetMaterialKeyword(Material material, const LocalKeyword& keyword, bool value)Private0x18
void SetComputeKeyword(ComputeShader computeShader, const LocalKeyword& keyword, bool value)Private0x18
void SetKeyword(ref GlobalKeyword& keyword, bool value)Public0x04
void SetKeyword(Material material, ref LocalKeyword& keyword, bool value)Public0x18
void SetKeyword(ComputeShader computeShader, ref LocalKeyword& keyword, bool value)Public0x18
void SetViewProjectionMatrices(const Matrix4x4& view, const Matrix4x4& proj)Public0x40
void SetGlobalDepthBias(float bias, float slopeBias)Public0x04
void SetExecutionFlags(const CommandBufferExecutionFlags& flags)Public0x04
bool ValidateAgainstExecutionFlags(const CommandBufferExecutionFlags& requiredFlags, const CommandBufferExecutionFlags& invalidFlags)Private0x04
void SetGlobalFloatArrayListImpl(int nameID, object values)Private0x08
void SetGlobalVectorArrayListImpl(int nameID, object values)Private0x08
void SetGlobalMatrixArrayListImpl(int nameID, object values)Private0x08
void SetGlobalFloatArray(int nameID, const float[]& values)Public0x08
void SetGlobalVectorArray(int nameID, const Vector4[]& values)Public0x08
void SetGlobalMatrixArray(int nameID, const Matrix4x4[]& values)Public0x08
void SetLateLatchProjectionMatrices(const Matrix4x4[]& projectionMat)Public0x08
void MarkLateLatchMatrixShaderPropertyID(const CameraLateLatchMatrixType& matrixPropertyType, int shaderPropertyID)Public0x04
void UnmarkLateLatchMatrix(const CameraLateLatchMatrixType& matrixPropertyType)Public0x04
void SetGlobalTexture_Impl(int nameID, ref RenderTargetIdentifier& rt, const RenderTextureSubElement& element)Private0x28
void SetGlobalBufferInternal(int nameID, ComputeBuffer value)Private0x08
void SetGlobalGraphicsBufferInternal(int nameID, GraphicsBuffer value)Private0x08
void SetShadowSamplingMode_Impl(ref RenderTargetIdentifier& shadowmap, const ShadowSamplingMode& mode)Private0x28
void IssuePluginEventInternal(long callback, int eventID)Private0x08
void BeginSample(const string& name)Public0x08
void EndSample(const string& name)Public0x08
void BeginSample(CustomSampler sampler)Public0x08
void EndSample(CustomSampler sampler)Public0x08
void BeginSample_CustomSampler(CustomSampler sampler)Private0x08
void EndSample_CustomSampler(CustomSampler sampler)Private0x08
void IssuePluginEventAndDataInternal(long callback, int eventID, long data)Private0x08
void IssuePluginCustomBlitInternal(long callback, uint command, ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, uint commandParam, uint commandFlags)Private0x28
void IssuePluginCustomTextureUpdateInternal(long callback, Texture targetTexture, uint userData, bool useNewUnityRenderingExtTextureUpdateParamsV2)Private0x08
void SetGlobalConstantBufferInternal(ComputeBuffer buffer, int nameID, int offset, int size)Private0x08
void SetGlobalConstantGraphicsBufferInternal(GraphicsBuffer buffer, int nameID, int offset, int size)Private0x08
void IncrementUpdateCount(const RenderTargetIdentifier& dest)Public0x28
void SetInstanceMultiplier(uint multiplier)Public0x04
void SetFoveatedRenderingMode(const FoveatedRenderingMode& foveatedRenderingMode)Public0x04
void SetWireframe(bool enable)Public0x01
void ConfigureFoveatedRendering(long platformData)Public0x08
void CheckThrowOnSetRenderTarget()PrivateStatic0x00
void SetRenderTarget(const RenderTargetIdentifier& rt)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& loadAction, const RenderBufferStoreAction& storeAction)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)Public0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)Public0x28
void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth)Public0x28
void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)Public0x28
void SetRenderTarget(const RenderTargetBinding& binding, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)Public0x50
void SetRenderTarget(const RenderTargetBinding& binding)Public0x50
void ClearRenderTargetSingle_Internal(const RTClearFlags& clearFlags, const Color& color, float depth, uint stencil)Private0x10
void ClearRenderTargetMulti_Internal(const RTClearFlags& clearFlags, const Color[]& colors, float depth, uint stencil)Private0x08
void SetRenderTargetSingle_Internal(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)Private0x28
void SetRenderTargetColorDepth_Internal(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags)Private0x28
void SetRenderTargetMulti_Internal(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, const RenderBufferLoadAction[]& colorLoadActions, const RenderBufferStoreAction[]& colorStoreActions, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction, const RenderTargetFlags& flags)Private0x28
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)Private0x28
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)Private0x28
void SetBufferData(ComputeBuffer buffer, Array data)Public0x08
void SetBufferData(ComputeBuffer buffer, List<T> data)Public0x08
void SetBufferData(ComputeBuffer buffer, const NativeArray<T>& data)Public0x10
void SetBufferData(ComputeBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count)Public0x08
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)Public0x10
void SetBufferCounterValue(ComputeBuffer buffer, uint counterValue)Public0x08
void InternalSetComputeBufferNativeData(ComputeBuffer buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)Private0x08
void InternalSetComputeBufferData(ComputeBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)Private0x08
void InternalSetComputeBufferCounterValue(ComputeBuffer buffer, uint counterValue)Private0x08
void SetBufferData(GraphicsBuffer buffer, Array data)Public0x08
void SetBufferData(GraphicsBuffer buffer, List<T> data)Public0x08
void SetBufferData(GraphicsBuffer buffer, const NativeArray<T>& data)Public0x10
void SetBufferData(GraphicsBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count)Public0x08
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)Public0x10
void SetBufferCounterValue(GraphicsBuffer buffer, uint counterValue)Public0x08
void InternalSetGraphicsBufferNativeData(GraphicsBuffer buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)Private0x08
void InternalSetGraphicsBufferData(GraphicsBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)Private0x08
void InternalSetGraphicsBufferCounterValue(GraphicsBuffer buffer, uint counterValue)Private0x08
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)Private0x10
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)Public0x10
void NextSubPass_Internal()Private0x00
void NextSubPass()Public0x00
void EndRenderPass_Internal()Private0x00
void EndRenderPass()Public0x00
void SetupCameraProperties_Internal(Camera camera)Private0x08
void SetupCameraProperties(Camera camera)Public0x08
void InvokeOnRenderObjectCallbacks_Internal()Private0x00
void InvokeOnRenderObjectCallbacks()Public0x00
void SetShadingRateFragmentSize(const ShadingRateFragmentSize& shadingRateFragmentSize)Public0x04
void SetShadingRateCombiner(const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner)Public0x04
void SetShadingRateImage(ref RenderTargetIdentifier& shadingRateImage)Public0x28
void ResetShadingRate()Public0x00
void SetShadingRateFragmentSize_Impl(const ShadingRateFragmentSize& shadingRateFragmentSize)Private0x04
void SetShadingRateCombiner_Impl(const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner)Private0x04
void SetShadingRateImage_Impl(ref RenderTargetIdentifier& shadingRateImage)Private0x28
void ResetShadingRate_Impl()Private0x00
void Finalize()2 flags0x00
void Dispose()PublicFinal+2 flags0x00
void Dispose(bool disposing)Private0x01
void .ctor()Public+1 flags0x00
void Release()Public0x00
GraphicsFence CreateAsyncGraphicsFence()Public0x10
GraphicsFence CreateGraphicsFence(const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage)Public0x10
void WaitOnAsyncGraphicsFence(const GraphicsFence& fence, const SynchronisationStageFlags& stage)Public0x10
void SetComputeFloatParam(ComputeShader computeShader, const string& name, float val)Public0x08
void SetComputeIntParam(ComputeShader computeShader, const string& name, int val)Public0x08
void SetComputeVectorParam(ComputeShader computeShader, const string& name, const Vector4& val)Public0x10
void SetComputeVectorArrayParam(ComputeShader computeShader, const string& name, const Vector4[]& values)Public0x08
void SetComputeMatrixParam(ComputeShader computeShader, const string& name, const Matrix4x4& val)Public0x40
void SetComputeMatrixArrayParam(ComputeShader computeShader, const string& name, const Matrix4x4[]& values)Public0x08
void SetComputeFloatParams(ComputeShader computeShader, const string& name, const float[]& values)Public0x08
void SetComputeFloatParams(ComputeShader computeShader, int nameID, const float[]& values)Public0x08
void SetComputeIntParams(ComputeShader computeShader, const string& name, const int[]& values)Public0x08
void SetComputeIntParams(ComputeShader computeShader, int nameID, const int[]& values)Public0x08
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt)Public0x28
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt)Public0x28
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt, int mipLevel)Public0x28
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt, int mipLevel)Public0x28
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element)Public0x28
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element)Public0x28
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, ComputeBuffer buffer)Public0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, ComputeBuffer buffer)Public0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, const GraphicsBufferHandle& bufferHandle)Public0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, const GraphicsBufferHandle& bufferHandle)Public0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer)Public0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, GraphicsBuffer buffer)Public0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size)Public0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, const string& name, ComputeBuffer buffer, int offset, int size)Public0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, GraphicsBuffer buffer, int offset, int size)Public0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, const string& name, GraphicsBuffer buffer, int offset, int size)Public0x08
void SetComputeParamsFromMaterial(ComputeShader computeShader, int kernelIndex, Material material)Public0x08
void DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ)Public0x08
void DispatchCompute(ComputeShader computeShader, int kernelIndex, ComputeBuffer indirectBuffer, uint argsOffset)Public0x08
void DispatchCompute(ComputeShader computeShader, int kernelIndex, GraphicsBuffer indirectBuffer, uint argsOffset)Public0x08
void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure)Public0x08
void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure, const Vector3& relativeOrigin)Public0x0C
void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure, const BuildSettings& buildSettings)Public0x10
void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, const string& name, RayTracingAccelerationStructure rayTracingAccelerationStructure)Public0x08
void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)Public0x08
void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, const string& name, RayTracingAccelerationStructure rayTracingAccelerationStructure)Public0x08
void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)Public0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, ComputeBuffer buffer)Public0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer)Public0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, GraphicsBuffer buffer)Public0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer)Public0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, const GraphicsBufferHandle& bufferHandle)Public0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, const GraphicsBufferHandle& bufferHandle)Public0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer, int offset, int size)Public0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, const string& name, ComputeBuffer buffer, int offset, int size)Public0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer, int offset, int size)Public0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, const string& name, GraphicsBuffer buffer, int offset, int size)Public0x08
void SetRayTracingTextureParam(RayTracingShader rayTracingShader, const string& name, const RenderTargetIdentifier& rt)Public0x28
void SetRayTracingTextureParam(RayTracingShader rayTracingShader, int nameID, const RenderTargetIdentifier& rt)Public0x28
void SetRayTracingFloatParam(RayTracingShader rayTracingShader, const string& name, float val)Public0x08
void SetRayTracingFloatParam(RayTracingShader rayTracingShader, int nameID, float val)Public0x08
void SetRayTracingFloatParams(RayTracingShader rayTracingShader, const string& name, const float[]& values)Public0x08
void SetRayTracingFloatParams(RayTracingShader rayTracingShader, int nameID, const float[]& values)Public0x08
void SetRayTracingIntParam(RayTracingShader rayTracingShader, const string& name, int val)Public0x08
void SetRayTracingIntParam(RayTracingShader rayTracingShader, int nameID, int val)Public0x08
void SetRayTracingIntParams(RayTracingShader rayTracingShader, const string& name, const int[]& values)Public0x08
void SetRayTracingIntParams(RayTracingShader rayTracingShader, int nameID, const int[]& values)Public0x08
void SetRayTracingVectorParam(RayTracingShader rayTracingShader, const string& name, const Vector4& val)Public0x10
void SetRayTracingVectorParam(RayTracingShader rayTracingShader, int nameID, const Vector4& val)Public0x10
void SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, const string& name, const Vector4[]& values)Public0x08
void SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, int nameID, const Vector4[]& values)Public0x08
void SetRayTracingMatrixParam(RayTracingShader rayTracingShader, const string& name, const Matrix4x4& val)Public0x40
void SetRayTracingMatrixParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4& val)Public0x40
void SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, const string& name, const Matrix4x4[]& values)Public0x08
void SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4[]& values)Public0x08
void DispatchRays(RayTracingShader rayTracingShader, const string& rayGenName, uint width, uint height, uint depth, Camera camera)Public0x08
void DispatchRays(RayTracingShader rayTracingShader, const string& rayGenName, GraphicsBuffer argsBuffer, uint argsOffset, Camera camera)Public0x08
void GenerateMips(const RenderTargetIdentifier& rt)Public0x28
void GenerateMips(RenderTexture rt)Public0x08
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)Public0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass)Public0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex)Public0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material)Public0x40
void DrawMultipleMeshes(const Matrix4x4[]& matrices, const Mesh[]& meshes, const int[]& subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties)Public0x08
void DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass)Public0x08
void DrawRenderer(Renderer renderer, Material material, int submeshIndex)Public0x08
void DrawRenderer(Renderer renderer, Material material)Public0x08
void DrawRendererList(const RendererList& rendererList)Public0x18
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)Public0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount)Public0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount)Public0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, MaterialPropertyBlock properties)Public0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount)Public0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount)Public0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset)Public0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs)Public0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset)Public0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs)Public0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset)Public0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs)Public0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset)Public0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs)Public0x40
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties)Public0x08
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count)Public0x08
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices)Public0x08
void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties)Public0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset)Public0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs)Public0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset)Public0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs)Public0x08
void DrawOcclusionMesh(const RectInt& normalizedCamViewport)Public0x10
void SetRandomWriteTarget(int index, const RenderTargetIdentifier& rt)Public0x28
void SetRandomWriteTarget(int index, ComputeBuffer buffer, bool preserveCounterValue)Public0x08
void SetRandomWriteTarget(int index, ComputeBuffer buffer)Public0x08
void SetRandomWriteTarget(int index, GraphicsBuffer buffer, bool preserveCounterValue)Public0x08
void SetRandomWriteTarget(int index, GraphicsBuffer buffer)Public0x08
void CopyCounterValue(ComputeBuffer src, ComputeBuffer dst, uint dstOffsetBytes)Public0x08
void CopyCounterValue(GraphicsBuffer src, ComputeBuffer dst, uint dstOffsetBytes)Public0x08
void CopyCounterValue(ComputeBuffer src, GraphicsBuffer dst, uint dstOffsetBytes)Public0x08
void CopyCounterValue(GraphicsBuffer src, GraphicsBuffer dst, uint dstOffsetBytes)Public0x08
void CopyTexture(const RenderTargetIdentifier& src, const RenderTargetIdentifier& dst)Public0x28
void CopyTexture(const RenderTargetIdentifier& src, int srcElement, const RenderTargetIdentifier& dst, int dstElement)Public0x28
void CopyTexture(const RenderTargetIdentifier& src, int srcElement, int srcMip, const RenderTargetIdentifier& dst, int dstElement, int dstMip)Public0x28
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)Public0x28
void Blit(Texture source, const RenderTargetIdentifier& dest)Public0x28
void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest)Public0x28
void Blit(const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest, Material mat, int pass)Public0x28
void SetGlobalFloat(const string& name, float value)Public0x08
void SetGlobalInt(const string& name, int value)Public0x08
void SetGlobalInteger(const string& name, int value)Public0x08
void SetGlobalVector(const string& name, const Vector4& value)Public0x10
void SetGlobalColor(const string& name, const Color& value)Public0x10
void SetGlobalMatrix(const string& name, const Matrix4x4& value)Public0x40
void SetGlobalFloatArray(const string& propertyName, List<System.Single> values)Public0x08
void SetGlobalFloatArray(int nameID, List<System.Single> values)Public0x08
void SetGlobalFloatArray(const string& propertyName, const float[]& values)Public0x08
void SetGlobalVectorArray(const string& propertyName, List<UnityEngine.Vector4> values)Public0x08
void SetGlobalVectorArray(int nameID, List<UnityEngine.Vector4> values)Public0x08
void SetGlobalVectorArray(const string& propertyName, const Vector4[]& values)Public0x08
void SetGlobalMatrixArray(const string& propertyName, List<UnityEngine.Matrix4x4> values)Public0x08
void SetGlobalMatrixArray(int nameID, List<UnityEngine.Matrix4x4> values)Public0x08
void SetGlobalMatrixArray(const string& propertyName, const Matrix4x4[]& values)Public0x08
void SetGlobalTexture(const string& name, const RenderTargetIdentifier& value)Public0x28
void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value)Public0x28
void SetGlobalTexture(const string& name, const RenderTargetIdentifier& value, const RenderTextureSubElement& element)Public0x28
void SetGlobalTexture(int nameID, const RenderTargetIdentifier& value, const RenderTextureSubElement& element)Public0x28
void SetGlobalBuffer(const string& name, ComputeBuffer value)Public0x08
void SetGlobalBuffer(int nameID, ComputeBuffer value)Public0x08
void SetGlobalBuffer(const string& name, GraphicsBuffer value)Public0x08
void SetGlobalBuffer(int nameID, GraphicsBuffer value)Public0x08
void SetGlobalConstantBuffer(ComputeBuffer buffer, int nameID, int offset, int size)Public0x08
void SetGlobalConstantBuffer(ComputeBuffer buffer, const string& name, int offset, int size)Public0x08
void SetGlobalConstantBuffer(GraphicsBuffer buffer, int nameID, int offset, int size)Public0x08
void SetGlobalConstantBuffer(GraphicsBuffer buffer, const string& name, int offset, int size)Public0x08
void SetShadowSamplingMode(const RenderTargetIdentifier& shadowmap, const ShadowSamplingMode& mode)Public0x28
void SetSinglePassStereo(const SinglePassStereoMode& mode)Public0x04
void IssuePluginEvent(long callback, int eventID)Public0x08
void IssuePluginEventAndData(long callback, int eventID, long data)Public0x08
void IssuePluginCustomBlit(long callback, uint command, const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest, uint commandParam, uint commandFlags)Public0x28
void IssuePluginCustomTextureUpdateV2(long callback, Texture targetTexture, uint userData)Public0x08
void Internal_RequestAsyncReadback_1_Injected(long _unity_self, long src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)PrivateStatic0x08
void Internal_RequestAsyncReadback_2_Injected(long _unity_self, long src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)PrivateStatic0x08
void Internal_RequestAsyncReadback_3_Injected(long _unity_self, long src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)PrivateStatic0x08
void Internal_RequestAsyncReadback_4_Injected(long _unity_self, long src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)PrivateStatic0x08
void Internal_RequestAsyncReadback_5_Injected(long _unity_self, long src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)PrivateStatic0x08
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)PrivateStatic0x08
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)PrivateStatic0x08
void Internal_RequestAsyncReadback_8_Injected(long _unity_self, long src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)PrivateStatic0x08
void Internal_RequestAsyncReadback_9_Injected(long _unity_self, long src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback, const AsyncRequestNativeArrayData*& nativeArrayData)PrivateStatic0x08
void SetInvertCulling_Injected(long _unity_self, bool invertCulling)PrivateStatic0x08
void Internal_SetSinglePassStereo_Injected(long _unity_self, const SinglePassStereoMode& mode)PrivateStatic0x08
long CreateGPUFence_Internal_Injected(long _unity_self, const GraphicsFenceType& fenceType, const SynchronisationStageFlags& stage)PrivateStatic0x08
void WaitOnGPUFence_Internal_Injected(long _unity_self, long fencePtr, const SynchronisationStageFlags& stage)PrivateStatic0x08
void ReleaseBuffer_Injected(long _unity_self)PrivateStatic0x08
void SetComputeFloatParam_Injected(long _unity_self, long computeShader, int nameID, float val)PrivateStatic0x08
void SetComputeIntParam_Injected(long _unity_self, long computeShader, int nameID, int val)PrivateStatic0x08
void SetComputeVectorParam_Injected(long _unity_self, long computeShader, int nameID, ref Vector4& val)PrivateStatic0x10
void SetComputeVectorArrayParam_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void SetComputeMatrixParam_Injected(long _unity_self, long computeShader, int nameID, ref Matrix4x4& val)PrivateStatic0x40
void SetComputeMatrixArrayParam_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void Internal_SetComputeFloats_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void Internal_SetComputeInts_Injected(long _unity_self, long computeShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void Internal_SetComputeTextureParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, ref RenderTargetIdentifier& rt, int mipLevel, const RenderTextureSubElement& element)PrivateStatic0x28
void Internal_SetComputeBufferParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, long buffer)PrivateStatic0x08
void Internal_SetComputeGraphicsBufferHandleParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, ref GraphicsBufferHandle& bufferHandle)PrivateStatic0x08
void Internal_SetComputeGraphicsBufferParam_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, long buffer)PrivateStatic0x08
void Internal_SetComputeConstantComputeBufferParam_Injected(long _unity_self, long computeShader, int nameID, long buffer, int offset, int size)PrivateStatic0x08
void Internal_SetComputeConstantGraphicsBufferParam_Injected(long _unity_self, long computeShader, int nameID, long buffer, int offset, int size)PrivateStatic0x08
void Internal_SetComputeParamsFromMaterial_Injected(long _unity_self, long computeShader, int kernelIndex, long material)PrivateStatic0x08
void Internal_DispatchCompute_Injected(long _unity_self, long computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ)PrivateStatic0x08
void Internal_DispatchComputeIndirect_Injected(long _unity_self, long computeShader, int kernelIndex, long indirectBuffer, uint argsOffset)PrivateStatic0x08
void Internal_DispatchComputeIndirectGraphicsBuffer_Injected(long _unity_self, long computeShader, int kernelIndex, long indirectBuffer, uint argsOffset)PrivateStatic0x08
void Internal_SetRayTracingComputeBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer)PrivateStatic0x08
void Internal_SetRayTracingGraphicsBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer)PrivateStatic0x08
void Internal_SetRayTracingGraphicsBufferHandleParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref GraphicsBufferHandle& bufferHandle)PrivateStatic0x08
void Internal_SetRayTracingConstantComputeBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer, int offset, int size)PrivateStatic0x08
void Internal_SetRayTracingConstantGraphicsBufferParam_Injected(long _unity_self, long rayTracingShader, int nameID, long buffer, int offset, int size)PrivateStatic0x08
void Internal_SetRayTracingTextureParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref RenderTargetIdentifier& rt)PrivateStatic0x28
void Internal_SetRayTracingFloatParam_Injected(long _unity_self, long rayTracingShader, int nameID, float val)PrivateStatic0x08
void Internal_SetRayTracingIntParam_Injected(long _unity_self, long rayTracingShader, int nameID, int val)PrivateStatic0x08
void Internal_SetRayTracingVectorParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref Vector4& val)PrivateStatic0x10
void Internal_SetRayTracingVectorArrayParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void Internal_SetRayTracingMatrixParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref Matrix4x4& val)PrivateStatic0x40
void Internal_SetRayTracingMatrixArrayParam_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void Internal_SetRayTracingFloats_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void Internal_SetRayTracingInts_Injected(long _unity_self, long rayTracingShader, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void Internal_BuildRayTracingAccelerationStructure_Injected(long _unity_self, long accelerationStructure, ref BuildSettings& buildSettings)PrivateStatic0x10
void Internal_SetRayTracingAccelerationStructure_Injected(long _unity_self, long rayTracingShader, int nameID, long accelerationStructure)PrivateStatic0x08
void Internal_SetComputeRayTracingAccelerationStructure_Injected(long _unity_self, long computeShader, int kernelIndex, int nameID, long accelerationStructure)PrivateStatic0x08
void SetRayTracingShaderPass_Injected(long _unity_self, long rayTracingShader, ref ManagedSpanWrapper& passName)PrivateStatic0x10
void Internal_DispatchRays_Injected(long _unity_self, long rayTracingShader, ref ManagedSpanWrapper& rayGenShaderName, uint width, uint height, uint depth, long camera)PrivateStatic0x10
void Internal_DispatchRaysIndirect_Injected(long _unity_self, long rayTracingShader, ref ManagedSpanWrapper& rayGenShaderName, long argsBuffer, uint argsOffset, long camera)PrivateStatic0x10
void Internal_GenerateMips_Injected(long _unity_self, ref RenderTargetIdentifier& rt)PrivateStatic0x28
void CopyCounterValueCC_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes)PrivateStatic0x08
void CopyCounterValueGC_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes)PrivateStatic0x08
void CopyCounterValueCG_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes)PrivateStatic0x08
void CopyCounterValueGG_Injected(long _unity_self, long src, long dst, uint dstOffsetBytes)PrivateStatic0x08
void get_name_Injected(long _unity_self, ref ManagedSpanWrapper& ret)PrivateStatic0x10
void set_name_Injected(long _unity_self, ref ManagedSpanWrapper& value)PrivateStatic0x10
int get_sizeInBytes_Injected(long _unity_self)PrivateStatic0x08
void Clear_Injected(long _unity_self)PrivateStatic0x08
void Internal_DrawMesh_Injected(long _unity_self, long mesh, ref Matrix4x4& matrix, long material, int submeshIndex, int shaderPass, long properties)PrivateStatic0x40
void Internal_DrawMultipleMeshes_Injected(long _unity_self, ref ManagedSpanWrapper& matrices, const Mesh[]& meshes, ref ManagedSpanWrapper& subsetIndices, int count, long material, int shaderPass, long properties)PrivateStatic0x10
void Internal_DrawRenderer_Injected(long _unity_self, long renderer, long material, int submeshIndex, int shaderPass)PrivateStatic0x08
void Internal_DrawRendererList_Injected(long _unity_self, ref RendererList& rendererList)PrivateStatic0x18
void Internal_DrawProcedural_Injected(long _unity_self, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, long properties)PrivateStatic0x40
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)PrivateStatic0x40
void Internal_DrawProceduralIndirect_Injected(long _unity_self, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, long bufferWithArgs, int argsOffset, long properties)PrivateStatic0x40
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)PrivateStatic0x40
void Internal_DrawProceduralIndirectGraphicsBuffer_Injected(long _unity_self, ref Matrix4x4& matrix, long material, int shaderPass, const MeshTopology& topology, long bufferWithArgs, int argsOffset, long properties)PrivateStatic0x40
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)PrivateStatic0x40
void Internal_DrawMeshInstanced_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, ref ManagedSpanWrapper& matrices, int count, long properties)PrivateStatic0x10
void Internal_DrawMeshInstancedProcedural_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, int count, long properties)PrivateStatic0x08
void Internal_DrawMeshInstancedIndirect_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, long bufferWithArgs, int argsOffset, long properties)PrivateStatic0x08
void Internal_DrawMeshInstancedIndirectGraphicsBuffer_Injected(long _unity_self, long mesh, int submeshIndex, long material, int shaderPass, long bufferWithArgs, int argsOffset, long properties)PrivateStatic0x08
void Internal_DrawOcclusionMesh_Injected(long _unity_self, ref RectInt& normalizedCamViewport)PrivateStatic0x10
void SetRandomWriteTarget_Texture_Injected(long _unity_self, int index, ref RenderTargetIdentifier& rt)PrivateStatic0x28
void SetRandomWriteTarget_Buffer_Injected(long _unity_self, int index, long uav, bool preserveCounterValue)PrivateStatic0x08
void SetRandomWriteTarget_GraphicsBuffer_Injected(long _unity_self, int index, long uav, bool preserveCounterValue)PrivateStatic0x08
void ClearRandomWriteTargets_Injected(long _unity_self)PrivateStatic0x08
void SetViewport_Injected(long _unity_self, ref Rect& pixelRect)PrivateStatic0x10
void EnableScissorRect_Injected(long _unity_self, ref Rect& scissor)PrivateStatic0x10
void DisableScissorRect_Injected(long _unity_self)PrivateStatic0x08
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)PrivateStatic0x28
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)PrivateStatic0x28
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)PrivateStatic0x28
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)PrivateStatic0x08
void GetTemporaryRTWithDescriptor_Injected(long _unity_self, int nameID, ref RenderTextureDescriptor& desc, const FilterMode& filter)PrivateStatic0x34
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)PrivateStatic0x08
void ReleaseTemporaryRT_Injected(long _unity_self, int nameID)PrivateStatic0x08
void SetGlobalFloat_Injected(long _unity_self, int nameID, float value)PrivateStatic0x08
void SetGlobalInt_Injected(long _unity_self, int nameID, int value)PrivateStatic0x08
void SetGlobalInteger_Injected(long _unity_self, int nameID, int value)PrivateStatic0x08
void SetGlobalVector_Injected(long _unity_self, int nameID, ref Vector4& value)PrivateStatic0x10
void SetGlobalColor_Injected(long _unity_self, int nameID, ref Color& value)PrivateStatic0x10
void SetGlobalMatrix_Injected(long _unity_self, int nameID, ref Matrix4x4& value)PrivateStatic0x40
void EnableShaderKeyword_Injected(long _unity_self, ref ManagedSpanWrapper& keyword)PrivateStatic0x10
void EnableGlobalKeyword_Injected(long _unity_self, ref GlobalKeyword& keyword)PrivateStatic0x08
void EnableMaterialKeyword_Injected(long _unity_self, long material, ref LocalKeyword& keyword)PrivateStatic0x18
void EnableComputeKeyword_Injected(long _unity_self, long computeShader, ref LocalKeyword& keyword)PrivateStatic0x18
void DisableShaderKeyword_Injected(long _unity_self, ref ManagedSpanWrapper& keyword)PrivateStatic0x10
void DisableGlobalKeyword_Injected(long _unity_self, ref GlobalKeyword& keyword)PrivateStatic0x08
void DisableMaterialKeyword_Injected(long _unity_self, long material, ref LocalKeyword& keyword)PrivateStatic0x18
void DisableComputeKeyword_Injected(long _unity_self, long computeShader, ref LocalKeyword& keyword)PrivateStatic0x18
void SetGlobalKeyword_Injected(long _unity_self, ref GlobalKeyword& keyword, bool value)PrivateStatic0x08
void SetMaterialKeyword_Injected(long _unity_self, long material, ref LocalKeyword& keyword, bool value)PrivateStatic0x18
void SetComputeKeyword_Injected(long _unity_self, long computeShader, ref LocalKeyword& keyword, bool value)PrivateStatic0x18
void SetViewProjectionMatrices_Injected(long _unity_self, ref Matrix4x4& view, ref Matrix4x4& proj)PrivateStatic0x40
void SetGlobalDepthBias_Injected(long _unity_self, float bias, float slopeBias)PrivateStatic0x08
void SetExecutionFlags_Injected(long _unity_self, const CommandBufferExecutionFlags& flags)PrivateStatic0x08
bool ValidateAgainstExecutionFlags_Injected(long _unity_self, const CommandBufferExecutionFlags& requiredFlags, const CommandBufferExecutionFlags& invalidFlags)PrivateStatic0x08
void SetGlobalFloatArrayListImpl_Injected(long _unity_self, int nameID, object values)PrivateStatic0x08
void SetGlobalVectorArrayListImpl_Injected(long _unity_self, int nameID, object values)PrivateStatic0x08
void SetGlobalMatrixArrayListImpl_Injected(long _unity_self, int nameID, object values)PrivateStatic0x08
void SetGlobalFloatArray_Injected(long _unity_self, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void SetGlobalVectorArray_Injected(long _unity_self, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void SetGlobalMatrixArray_Injected(long _unity_self, int nameID, ref ManagedSpanWrapper& values)PrivateStatic0x10
void SetLateLatchProjectionMatrices_Injected(long _unity_self, ref ManagedSpanWrapper& projectionMat)PrivateStatic0x10
void MarkLateLatchMatrixShaderPropertyID_Injected(long _unity_self, const CameraLateLatchMatrixType& matrixPropertyType, int shaderPropertyID)PrivateStatic0x08
void UnmarkLateLatchMatrix_Injected(long _unity_self, const CameraLateLatchMatrixType& matrixPropertyType)PrivateStatic0x08
void SetGlobalTexture_Impl_Injected(long _unity_self, int nameID, ref RenderTargetIdentifier& rt, const RenderTextureSubElement& element)PrivateStatic0x28
void SetGlobalBufferInternal_Injected(long _unity_self, int nameID, long value)PrivateStatic0x08
void SetGlobalGraphicsBufferInternal_Injected(long _unity_self, int nameID, long value)PrivateStatic0x08
void SetShadowSamplingMode_Impl_Injected(long _unity_self, ref RenderTargetIdentifier& shadowmap, const ShadowSamplingMode& mode)PrivateStatic0x28
void IssuePluginEventInternal_Injected(long _unity_self, long callback, int eventID)PrivateStatic0x08
void BeginSample_Injected(long _unity_self, ref ManagedSpanWrapper& name)PrivateStatic0x10
void EndSample_Injected(long _unity_self, ref ManagedSpanWrapper& name)PrivateStatic0x10
void BeginSample_CustomSampler_Injected(long _unity_self, long sampler)PrivateStatic0x08
void EndSample_CustomSampler_Injected(long _unity_self, long sampler)PrivateStatic0x08
void IssuePluginEventAndDataInternal_Injected(long _unity_self, long callback, int eventID, long data)PrivateStatic0x08
void IssuePluginCustomBlitInternal_Injected(long _unity_self, long callback, uint command, ref RenderTargetIdentifier& source, ref RenderTargetIdentifier& dest, uint commandParam, uint commandFlags)PrivateStatic0x28
void IssuePluginCustomTextureUpdateInternal_Injected(long _unity_self, long callback, long targetTexture, uint userData, bool useNewUnityRenderingExtTextureUpdateParamsV2)PrivateStatic0x08
void SetGlobalConstantBufferInternal_Injected(long _unity_self, long buffer, int nameID, int offset, int size)PrivateStatic0x08
void SetGlobalConstantGraphicsBufferInternal_Injected(long _unity_self, long buffer, int nameID, int offset, int size)PrivateStatic0x08
void IncrementUpdateCount_Injected(long _unity_self, ref RenderTargetIdentifier& dest)PrivateStatic0x28
void SetInstanceMultiplier_Injected(long _unity_self, uint multiplier)PrivateStatic0x08
void SetFoveatedRenderingMode_Injected(long _unity_self, const FoveatedRenderingMode& foveatedRenderingMode)PrivateStatic0x08
void SetWireframe_Injected(long _unity_self, bool enable)PrivateStatic0x08
void ConfigureFoveatedRendering_Injected(long _unity_self, long platformData)PrivateStatic0x08
void ClearRenderTargetSingle_Internal_Injected(long _unity_self, const RTClearFlags& clearFlags, ref Color& color, float depth, uint stencil)PrivateStatic0x10
void ClearRenderTargetMulti_Internal_Injected(long _unity_self, const RTClearFlags& clearFlags, ref ManagedSpanWrapper& colors, float depth, uint stencil)PrivateStatic0x10
void SetRenderTargetSingle_Internal_Injected(long _unity_self, ref RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)PrivateStatic0x28
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)PrivateStatic0x28
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)PrivateStatic0x28
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)PrivateStatic0x28
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)PrivateStatic0x28
void InternalSetComputeBufferNativeData_Injected(long _unity_self, long buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)PrivateStatic0x08
void InternalSetComputeBufferData_Injected(long _unity_self, long buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)PrivateStatic0x08
void InternalSetComputeBufferCounterValue_Injected(long _unity_self, long buffer, uint counterValue)PrivateStatic0x08
void InternalSetGraphicsBufferNativeData_Injected(long _unity_self, long buffer, long data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)PrivateStatic0x08
void InternalSetGraphicsBufferData_Injected(long _unity_self, long buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count, int elemSize)PrivateStatic0x08
void InternalSetGraphicsBufferCounterValue_Injected(long _unity_self, long buffer, uint counterValue)PrivateStatic0x08
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)PrivateStatic0x10
void NextSubPass_Internal_Injected(long _unity_self)PrivateStatic0x08
void EndRenderPass_Internal_Injected(long _unity_self)PrivateStatic0x08
void SetupCameraProperties_Internal_Injected(long _unity_self, long camera)PrivateStatic0x08
void InvokeOnRenderObjectCallbacks_Internal_Injected(long _unity_self)PrivateStatic0x08
void SetShadingRateFragmentSize_Impl_Injected(long _unity_self, const ShadingRateFragmentSize& shadingRateFragmentSize)PrivateStatic0x08
void SetShadingRateCombiner_Impl_Injected(long _unity_self, const ShadingRateCombinerStage& stage, const ShadingRateCombiner& combiner)PrivateStatic0x08
void SetShadingRateImage_Impl_Injected(long _unity_self, ref RenderTargetIdentifier& shadingRateImage)PrivateStatic0x28
void ResetShadingRate_Impl_Injected(long _unity_self)PrivateStatic0x08

Used by 189

types with a member, parameter or interface of this type