Zdexby TheHolyOneZ
36,909 classes
Class

AccelStructAdapter

: Object
UnityEngine.Rendering.UnifiedRayTracing.AccelStructAdapter, Unity.UnifiedRayTracing.Runtime 0x0028 (40 B) inherited 0x0010 Unity.UnifiedRayTracing.Runtime.dll
implements IDisposable
0x00x0028

Members 3

OffsetSizeNameTypeFlagsDefault
0x08_accelStructIRayTracingAccelStructPrivate—
0x08_instancesAccelStructInstancesPrivate—
0x08_objectHandleToInstancesDictionary<System.Int32Private+1 flags—

Functions 21

SignatureFlagsNativeParams
AccelStructInstances get_Instances()2 flags0x08
void .ctor(IRayTracingAccelStruct accelStruct, GeometryPool geometryPool)Public+1 flags0x08
void .ctor(IRayTracingAccelStruct accelStruct, RayTracingResources resources)Public+1 flags0x08
IRayTracingAccelStruct GetAccelerationStructure()Public0x08
GeometryPool get_GeometryPool()Public+1 flags0x08
void Bind(CommandBuffer cmd, const string& propertyName, IRayTracingShader shader)Public0x08
void Dispose()PublicFinal+2 flags0x00
void AddInstance(int objectHandle, Component meshRendererOrTerrain, const Span<System.UInt32>& perSubMeshMask, const Span<System.UInt32>& perSubMeshMaterialIDs, const Span<System.Boolean>& perSubMeshIsOpaque, uint renderingLayerMask)Public0x10
void AddInstance(int objectHandle, Mesh mesh, const Matrix4x4& localToWorldMatrix, const Span<System.UInt32>& perSubMeshMask, const Span<System.UInt32>& perSubMeshMaterialIDs, const Span<System.Boolean>& perSubMeshIsOpaque, uint renderingLayerMask)Public0x40
void AddInstance(int objectHandle, const TerrainDesc& terrainDesc)Private0x58
void AddHeightmap(const TerrainDesc& terrainDesc, ref List<UnityEngine.Rendering.UnifiedRayTracing.AccelStructAdapter.InstanceIDs>& instanceHandles)Private0x58
void AddTrees(const TerrainDesc& terrainDesc, ref List<UnityEngine.Rendering.UnifiedRayTracing.AccelStructAdapter.InstanceIDs>& instanceHandles)Private0x58
InstanceIDs AddInstance(const MeshInstanceDesc& instanceDesc, uint materialID, uint renderingLayerMask)Private0x58
void RemoveInstance(int objectHandle)Public0x04
void UpdateInstanceTransform(int objectHandle, const Matrix4x4& localToWorldMatrix)Public0x40
void UpdateInstanceMaterialIDs(int objectHandle, const Span<System.UInt32>& perSubMeshMaterialIDs)Public0x10
void UpdateInstanceMask(int objectHandle, const Span<System.UInt32>& perSubMeshMask)Public0x10
void UpdateInstanceMask(int objectHandle, uint mask)Public0x04
void Build(CommandBuffer cmd, ref GraphicsBuffer& scratchBuffer)Public0x08
void NextFrame()Public0x00
bool GetInstanceIDs(int rendererID, ref int[]& instanceIDs)Public0x08