Zdexby TheHolyOneZ
36,909 classes
Class

ShadowRendering

: Object
UnityEngine.Rendering.Universal.ShadowRendering, Unity.RenderPipelines.Universal.2D.Runtime 0x0010 (16 B) inherited 0x0010 Unity.RenderPipelines.Universal.2D.Runtime.dll
0x00x0010

Members 20

OffsetSizeNameTypeFlagsDefault
0x04k_LightPosIDintPrivateStatic+1 flags—
0x04k_ShadowRadiusIDintPrivateStatic+1 flags—
0x04k_ShadowColorMaskIDintPrivateStatic+1 flags—
0x04k_ShadowModelMatrixIDintPrivateStatic+1 flags—
0x04k_ShadowModelInvMatrixIDintPrivateStatic+1 flags—
0x04k_ShadowModelScaleIDintPrivateStatic+1 flags—
0x04k_ShadowContractionDistanceIDintPrivateStatic+1 flags—
0x04k_ShadowAlphaCutoffIDintPrivateStatic+1 flags—
0x04k_SoftShadowAngleintPrivateStatic+1 flags—
0x04k_ShadowSoftnessFalloffIntensityIDintPrivateStatic+1 flags—
0x04k_ShadowShadowColorIDintPrivateStatic+1 flags—
0x04k_ShadowUnshadowColorIDintPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsAProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsRProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsGProfilingSamplerPrivateStatic+1 flags—
0x08m_ProfilingSamplerShadowsBProfilingSamplerPrivateStatic+1 flags—
0x04k_MaxShadowSoftnessAnglefloatPrivateStatic+1 flags—
0x10k_ShadowColorLookupColorPrivateStatic+1 flags—
0x10k_UnshadowColorLookupColorPrivateStatic+1 flags—

Functions 23

SignatureFlagsNativeParams
Material CreateMaterial(Shader shader, int offset, int pass)PrivateStatic0x08
Material GetProjectedShadowMaterial(Material material, Func<UnityEngine.Rendering.Universal.Renderer2DResources shaderFunc, int offset, int pass)PrivateStatic0x08
Material GetProjectedShadowMaterial(Renderer2DData rendererData)Static+1 flags0x08
Material GetProjectedUnshadowMaterial(Renderer2DData rendererData)Static+1 flags0x08
Material GetSpriteShadowMaterial(Renderer2DData rendererData)PrivateStatic0x08
Material GetSpriteUnshadowMaterial(Renderer2DData rendererData)PrivateStatic0x08
Material GetGeometryShadowMaterial(Renderer2DData rendererData)PrivateStatic0x08
Material GetGeometryUnshadowMaterial(Renderer2DData rendererData)PrivateStatic0x08
void CalculateFrustumCornersPerspective(Camera camera, float distance, const NativeArray<UnityEngine.Vector3>& corners)PrivateStatic0x10
void CalculateFrustumCornersOrthographic(Camera camera, float distance, const NativeArray<UnityEngine.Vector3>& corners)PrivateStatic0x10
Bounds CalculateWorldSpaceBounds(Camera camera, ILight2DCullResult cullResult)PrivateStatic0x18
void CallOnBeforeRender(Camera camera, ILight2DCullResult cullResult)Static+1 flags0x08
void PrerenderShadows(UnsafeCommandBuffer cmdBuffer, Renderer2DData rendererData, ref LayerBatch& layer, Light2D light, int shadowIndex, float shadowIntensity)Static+1 flags0x50
void SetShadowProjectionGlobals(UnsafeCommandBuffer cmdBuffer, ShadowCaster2D shadowCaster, Light2D light)PrivateStatic0x08
void SetGlobalShadowProp(IRasterCommandBuffer cmdBuffer)Static+1 flags0x08
bool ShadowCasterIsVisible(ShadowCaster2D shadowCaster)PrivateStatic0x08
Renderer GetRendererFromCaster(ShadowCaster2D shadowCaster, Light2D light, int layerToRender)PrivateStatic0x08
void RenderProjectedShadows(UnsafeCommandBuffer cmdBuffer, int layerToRender, Light2D light, List<UnityEngine.Rendering.Universal.ShadowCaster2D> shadowCasters, Material projectedShadowsMaterial, int pass, const ShadowTestType& shadowTestType)PrivateStatic0x08
int GetRendererSubmeshes(Renderer renderer, ShadowCaster2D shadowCaster2D)PrivateStatic0x08
void RenderSpriteShadow(UnsafeCommandBuffer cmdBuffer, int layerToRender, Light2D light, List<UnityEngine.Rendering.Universal.ShadowCaster2D> shadowCasters, Material spriteShadowMaterial, Material spriteUnshadowMaterial, Material geometryShadowMaterial, Material geometryUnshadowMaterial, int pass, const ShadowTestType& shadowTestType)PrivateStatic0x08
bool ShadowTest(const ShadowTestType& shadowTestType, ShadowCaster2D shadowCaster)Static+1 flags0x08
void RenderShadows(UnsafeCommandBuffer cmdBuffer, Renderer2DData rendererData, ref LayerBatch& layer, Light2D light)PrivateStatic0x50
void .cctor()PrivateStatic+1 flags0x00