Zdexby TheHolyOneZ
49,743 classes
Class

IRasterCommandBuffer

UnityEngine.Rendering.IRasterCommandBuffer, Unity.RenderPipelines.Core.Runtime Unity.RenderPipelines.Core.Runtime.dll

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 47

SignatureFlagsNativeParams
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor)Public+3 flags0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth)Public+3 flags0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth, uint stencil)Public+3 flags0x10
void ClearRenderTarget(const RTClearFlags& clearFlags, const Color& backgroundColor, float depth, uint stencil)Public+3 flags0x10
void ClearRenderTarget(const RTClearFlags& clearFlags, const Color[]& backgroundColors, float depth, uint stencil)Public+3 flags0x08
void SetInstanceMultiplier(uint multiplier)Public+3 flags0x04
void SetFoveatedRenderingMode(const FoveatedRenderingMode& foveatedRenderingMode)Public+3 flags0x04
void SetWireframe(bool enable)Public+3 flags0x01
void ConfigureFoveatedRendering(long platformData)Public+3 flags0x08
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)Public+3 flags0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass)Public+3 flags0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex)Public+3 flags0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material)Public+3 flags0x40
void DrawMultipleMeshes(const Matrix4x4[]& matrices, const Mesh[]& meshes, const int[]& subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties)Public+3 flags0x08
void DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass)Public+3 flags—0x08
void DrawRenderer(Renderer renderer, Material material, int submeshIndex)Public+3 flags—0x08
void DrawRenderer(Renderer renderer, Material material)Public+3 flags0x08
void DrawRendererList(const RendererList& rendererList)Public+3 flags—0x18
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)Public+3 flags0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount)Public+3 flags0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount)Public+3 flags0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, MaterialPropertyBlock properties)Public+3 flags0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount)Public+3 flags0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount)Public+3 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public+3 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset)Public+3 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs)Public+3 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public+3 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset)Public+3 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs)Public+3 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public+3 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset)Public+3 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs)Public+3 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public+3 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset)Public+3 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs)Public+3 flags0x40
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties)Public+3 flags0x08
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count)Public+3 flags0x08
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices)Public+3 flags—0x08
void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties)Public+3 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public+3 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset)Public+3 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs)Public+3 flags—0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)Public+3 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset)Public+3 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs)Public+3 flags—0x08
void DrawOcclusionMesh(const RectInt& normalizedCamViewport)Public+3 flags—0x10

Used by 4

types with a member, parameter or interface of this type