Zdexby TheHolyOneZ
49,743 classes
Class

Graphics

: Object
UnityEngine.Graphics, UnityEngine.CoreModule 0x0010 (16 B) inherited 0x0010 UnityEngine.CoreModule.dll
0x00x0010

Members 2

OffsetSizeNameTypeFlagsDefault
0x04kMaxDrawMeshInstanceCountintStatic+2 flags—
0x08s_RenderInstancedDataLayoutsDictionary<System.Int32Static+1 flags—

Functions 40

SignatureFlagsNativeParams
int Internal_GetMaxDrawMeshInstanceCount()PrivateStatic0x04
GraphicsTier get_activeTier()PublicStatic+1 flags0x04
void set_activeTier(const GraphicsTier& value)PublicStatic+1 flags0x04
bool GetPreserveFramebufferAlpha()Static+1 flags0x01
bool get_preserveFramebufferAlpha()PublicStatic+1 flags0x01
OpenGLESVersion GetMinOpenGLESVersion()Static+1 flags0x04
OpenGLESVersion get_minOpenGLESVersion()PublicStatic+1 flags0x04
void Internal_SetNullRT()PrivateStatic0x00
void Internal_SetRTSimple(const RenderBuffer& color, const RenderBuffer& depth, int mip, const CubemapFace& face, int depthSlice)PrivateStatic0x10
void ClearRandomWriteTargets()PublicStatic0x00
void CopyTexture_Slice(Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip)PrivateStatic0x08
void CopyTexture_Region(Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Texture dst, int dstElement, int dstMip, int dstX, int dstY)PrivateStatic0x08
void Internal_DrawMesh(Mesh mesh, int submeshIndex, const Matrix4x4& matrix, Material material, int layer, Camera camera, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, Transform probeAnchor, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume)PrivateStatic0x40
void Internal_DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume)PrivateStatic0x08
void Blit2(Texture source, RenderTexture dest)PrivateStatic0x08
void Blit4(Texture source, RenderTexture dest, const Vector2& scale, const Vector2& offset)PrivateStatic0x08
void ExecuteCommandBuffer(CommandBuffer buffer)PublicStatic0x08
void SetRenderTargetImpl(const RenderBuffer& colorBuffer, const RenderBuffer& depthBuffer, int mipLevel, const CubemapFace& face, int depthSlice)Static+1 flags0x10
void SetRenderTargetImpl(RenderTexture rt, int mipLevel, const CubemapFace& face, int depthSlice)Static+1 flags0x08
void SetRenderTarget(RenderTexture rt, int mipLevel, const CubemapFace& face, int depthSlice)PublicStatic0x08
void CopyTexture(Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip)PublicStatic0x08
void CopyTexture(Texture src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Texture dst, int dstElement, int dstMip, int dstX, int dstY)PublicStatic0x08
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, Transform probeAnchor, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume)PublicStatic0x40
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera, const LightProbeUsage& lightProbeUsage, LightProbeProxyVolume lightProbeProxyVolume)PublicStatic0x08
void Blit(Texture source, RenderTexture dest)PublicStatic0x08
void Blit(Texture source, RenderTexture dest, const Vector2& scale, const Vector2& offset)PublicStatic0x08
void DrawMesh(Mesh mesh, const Vector3& position, const Quaternion& rotation, Material material, int layer, Camera camera)PublicStatic0x10
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties)PublicStatic0x40
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, Camera camera)PublicStatic0x08
void SetRenderTarget(RenderTexture rt)PublicStatic0x08
void SetRenderTarget(RenderTexture rt, int mipLevel)PublicStatic0x08
void .cctor()PrivateStatic+1 flags0x00
void Internal_SetRTSimple_Injected(ref RenderBuffer& color, ref RenderBuffer& depth, int mip, const CubemapFace& face, int depthSlice)PrivateStatic0x10
void CopyTexture_Slice_Injected(long src, int srcElement, int srcMip, long dst, int dstElement, int dstMip)PrivateStatic0x08
void CopyTexture_Region_Injected(long src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, long dst, int dstElement, int dstMip, int dstX, int dstY)PrivateStatic0x08
void Internal_DrawMesh_Injected(long mesh, int submeshIndex, ref Matrix4x4& matrix, long material, int layer, long camera, long properties, const ShadowCastingMode& castShadows, bool receiveShadows, long probeAnchor, const LightProbeUsage& lightProbeUsage, long lightProbeProxyVolume)PrivateStatic0x40
void Internal_DrawMeshInstanced_Injected(long mesh, int submeshIndex, long material, ref ManagedSpanWrapper& matrices, int count, long properties, const ShadowCastingMode& castShadows, bool receiveShadows, int layer, long camera, const LightProbeUsage& lightProbeUsage, long lightProbeProxyVolume)PrivateStatic0x10
void Blit2_Injected(long source, long dest)PrivateStatic0x08
void Blit4_Injected(long source, long dest, ref Vector2& scale, ref Vector2& offset)PrivateStatic0x08
void ExecuteCommandBuffer_Injected(long buffer)PrivateStatic0x08