Zdexby TheHolyOneZ
36,909 classes
Class

ShadowMesh2D

: ShadowShape2D : Object
UnityEngine.Rendering.Universal.ShadowMesh2D, Unity.RenderPipelines.Universal.2D.Runtime 0x0050 (80 B) inherited 0x0010 Unity.RenderPipelines.Universal.2D.Runtime.dll
0x00x0050

Members 10

OffsetSizeNameTypeFlagsDefault
—0x04k_CapsuleCapSegmentsintStatic+2 flags8
—0x04k_TrimEdgeUninitializedfloatStatic+2 flags3212836864
0x08m_MeshMeshPrivate—
0x18m_LocalBoundsBoundsPrivate—
0x04m_EdgeProcessingEdgeProcessingPrivate—
0x04m_TrimEdgefloatPrivate—
0x01m_FlipXboolPrivate—
0x01m_FlipYboolPrivate—
0x003A0x02padding / unreflected
0x04m_InitialTrimfloatPrivate—
0x10m_BoundingSphereBoundingSphere1 flags—

Functions 21

SignatureFlagsNativeParams
Mesh get_mesh()Public+1 flags0x08
BoundingSphere get_boundingSphere()Public+1 flags0x10
EdgeProcessing get_edgeProcessing()Public+1 flags0x04
void set_edgeProcessing(const EdgeProcessing& value)Public+1 flags0x04
float get_trimEdge()Public+1 flags0x04
void set_trimEdge(float value)Public+1 flags0x04
void DuplicateShadowMesh(Mesh source, ref Mesh& dest)Static+1 flags0x08
void CopyFrom(ShadowMesh2D source)1 flags0x08
void AddCircle(const Vector3& center, float r, const NativeArray<UnityEngine.Vector3>& generatedVertices, const NativeArray<System.Int32>& generatedIndices, bool reverseWindingOrder, ref int& vertexWritePos, ref int& indexWritePos)1 flags0x10
void AddCapsuleCap(const Vector3& center, float r, const Vector3& otherCenter, const NativeArray<UnityEngine.Vector3>& generatedVertices, const NativeArray<System.Int32>& generatedIndices, bool reverseWindingOrder, ref int& vertexWritePos, ref int& indexWritePos)1 flags0x10
void AddCapsule(const Vector3& pt0, const Vector3& pt1, float r0, float r1, const NativeArray<UnityEngine.Vector3>& generatedVertices, const NativeArray<System.Int32>& generatedIndices, bool reverseWindingOrder, ref int& vertexWritePos, ref int& indexWritePos)1 flags0x10
int AddShape(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, int indicesProcessed, const NativeArray<UnityEngine.Vector3>& generatedVertices, const NativeArray<System.Int32>& generatedIndices, ref int& vertexWritePos, ref int& indexWritePos)1 flags0x10
void SetShape(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, const NativeArray<System.Single>& radii, const Matrix4x4& transform, const WindingOrder& windingOrder, bool allowTriming, bool createInteriorGeometry)Public+1 flags0x40
bool AreDegenerateVertices(const NativeArray<UnityEngine.Vector3>& vertices)Private0x10
void SetShape(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, const OutlineTopology& outlineTopology, const WindingOrder& windingOrder, bool allowTrimming, bool createInteriorGeometry)Public+1 flags0x10
void SetShapeWithLines(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, bool allowTrimming)Public0x10
void SetFlip(bool flipX, bool flipY)Public+1 flags0x01
void GetFlip(ref bool& flipX, ref bool& flipY)Public+1 flags0x01
void SetDefaultTrim(float trim)Public+1 flags0x04
void UpdateBoundingSphere(Transform transform)Public0x08
void .ctor()Public+1 flags0x00

Used by 2

types with a member, parameter or interface of this type