| Mesh get_mesh() | Public+1 flags | | 0x08 |
| BoundingSphere get_boundingSphere() | Public+1 flags | | 0x10 |
| EdgeProcessing get_edgeProcessing() | Public+1 flags | | 0x04 |
| void set_edgeProcessing(const EdgeProcessing& value) | Public+1 flags | | 0x04 |
| float get_trimEdge() | Public+1 flags | | 0x04 |
| void set_trimEdge(float value) | Public+1 flags | | 0x04 |
| void DuplicateShadowMesh(Mesh source, ref Mesh& dest) | Static+1 flags | | 0x08 |
| void CopyFrom(ShadowMesh2D source) | 1 flags | | 0x08 |
| 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 flags | | 0x10 |
| 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 flags | | 0x10 |
| 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 flags | | 0x10 |
| 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 flags | | 0x10 |
| 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 flags | | 0x40 |
| bool AreDegenerateVertices(const NativeArray<UnityEngine.Vector3>& vertices) | Private | | 0x10 |
| void SetShape(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, const OutlineTopology& outlineTopology, const WindingOrder& windingOrder, bool allowTrimming, bool createInteriorGeometry) | Public+1 flags | | 0x10 |
| void SetShapeWithLines(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, bool allowTrimming) | Public | | 0x10 |
| void SetFlip(bool flipX, bool flipY) | Public+1 flags | | 0x01 |
| void GetFlip(ref bool& flipX, ref bool& flipY) | Public+1 flags | | 0x01 |
| void SetDefaultTrim(float trim) | Public+1 flags | | 0x04 |
| void UpdateBoundingSphere(Transform transform) | Public | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |