Zdexby TheHolyOneZ
36,909 classes
Class

ShadowUtility

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

Members 6

OffsetSizeNameTypeFlagsDefault
—0x04k_AdditionalVerticesPerEdgeintStatic+2 flags0
—0x04k_VerticesPerTriangleintStatic+2 flags0
—0x04k_TrianglesPerEdgeintStatic+2 flags0
—0x04k_MinimumEdgesintStatic+2 flags0
—0x04k_SafeSizeintStatic+2 flags0
0x08m_VertexLayoutVertexAttributeDescriptor[]PrivateStatic—

Functions 27

SignatureFlagsNativeParams
int GetNextShapeStart(int currentShape, const Int32*& inShapeStartingEdgePtr, int inShapeStartingEdgeLength, int maxValue)PrivateStatic0x04
void CalculateProjectionInfo(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<UnityEngine.Vector2>& outProjectionInfo)Static+1 flags0x10
void CalculateVertices(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Vector2>& inEdgeOtherPoints, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outMeshVertices)Static+1 flags0x10
void CalculateTriangles(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<System.Int32>& outMeshIndices)Static+1 flags0x10
void CalculateLocalBounds(ref NativeArray<UnityEngine.Vector3>& inVertices, ref Bounds& retBounds)Static+1 flags0x18
void GenerateInteriorMesh(ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& inVertices, ref NativeArray<System.Int32>& inIndices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outVertices, ref NativeArray<System.Int32>& outIndices, ref int& outStartIndex, ref int& outIndexCount)PrivateStatic0x10
Bounds GenerateShadowMesh(Mesh mesh, const NativeArray<UnityEngine.Vector3>& inVertices, const NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, const NativeArray<System.Int32>& inShapeStartingEdge, const NativeArray<System.Boolean>& inShapeIsClosedArray, bool allowContraction, bool fill, const OutlineTopology& topology)PublicStatic0x18
void CalculateEdgesFromLines(ref NativeArray<System.Int32>& indices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray)PublicStatic0x10
void GetVertexReferenceStats(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& edges, int vertexCount, ref bool& hasReusedVertices, ref int& newVertexCount, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.RemappingInfo>& remappingInfo)Static+1 flags0x10
bool IsTriangleReversed(const NativeArray<UnityEngine.Vector3>& vertices, int idx0, int idx1, int idx2)PublicStatic0x10
void CalculateEdgesFromTriangles(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<System.Int32>& indices, bool duplicatesVertices, ref NativeArray<UnityEngine.Vector3>& newVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray)PublicStatic0x10
void ReverseWindingOrder(ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inOutSortedEdges)PublicStatic0x10
int GetClosedPathCount(ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray)PrivateStatic0x10
void GetPathInfo(const NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, const NativeArray<System.Int32>& inShapeStartingEdge, const NativeArray<System.Boolean>& inShapeIsClosedArray, ref int& closedPathArrayCount, ref int& closedPathsCount, ref int& openPathArrayCount, ref int& openPathsCount)PrivateStatic0x10
void ClipEdges(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, float contractEdge, ref NativeArray<UnityEngine.Vector3>& outVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge)PublicStatic0x10
void .ctor()Public+1 flags0x00
void .cctor()PrivateStatic+1 flags0x00
void CalculateProjectionInfo$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<UnityEngine.Vector2>& outProjectionInfo)Static+1 flags0x10
void CalculateVertices$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Vector2>& inEdgeOtherPoints, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outMeshVertices)Static+1 flags0x10
void CalculateTriangles$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, ref NativeArray<System.Int32>& outMeshIndices)Static+1 flags0x10
void CalculateLocalBounds$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref Bounds& retBounds)Static+1 flags0x18
void GenerateInteriorMesh$BurstManaged(ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& inVertices, ref NativeArray<System.Int32>& inIndices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.ShadowMeshVertex>& outVertices, ref NativeArray<System.Int32>& outIndices, ref int& outStartIndex, ref int& outIndexCount)Static+1 flags0x10
void CalculateEdgesFromLines$BurstManaged(ref NativeArray<System.Int32>& indices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray)Static+1 flags0x10
void GetVertexReferenceStats$BurstManaged(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& edges, int vertexCount, ref bool& hasReusedVertices, ref int& newVertexCount, ref NativeArray<UnityEngine.Rendering.Universal.ShadowUtility.RemappingInfo>& remappingInfo)Static+1 flags0x10
void CalculateEdgesFromTriangles$BurstManaged(ref NativeArray<UnityEngine.Vector3>& vertices, ref NativeArray<System.Int32>& indices, bool duplicatesVertices, ref NativeArray<UnityEngine.Vector3>& newVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge, ref NativeArray<System.Boolean>& outShapeIsClosedArray)Static+1 flags0x10
void ReverseWindingOrder$BurstManaged(ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inOutSortedEdges)Static+1 flags0x10
void ClipEdges$BurstManaged(ref NativeArray<UnityEngine.Vector3>& inVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& inEdges, ref NativeArray<System.Int32>& inShapeStartingEdge, ref NativeArray<System.Boolean>& inShapeIsClosedArray, float contractEdge, ref NativeArray<UnityEngine.Vector3>& outVertices, ref NativeArray<UnityEngine.Rendering.Universal.ShadowEdge>& outEdges, ref NativeArray<System.Int32>& outShapeStartingEdge)Static+1 flags0x10