Zdexby TheHolyOneZ
49,743 classes
Class

UnsafeCommandBuffer

: BaseCommandBuffer : Object
UnityEngine.Rendering.UnsafeCommandBuffer, Unity.RenderPipelines.Core.Runtime 0x0020 (32 B) inherited 0x0020 Unity.RenderPipelines.Core.Runtime.dll
0x00x0020

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.
Inherited from BaseCommandBuffer 2
OffsetSizeNameTypeFlagsDefault
0x08m_WrappedCommandBufferCommandBuffer1 flags—
0x08m_ExecutingPassRenderGraphPass1 flags—

Functions 243

SignatureFlagsNativeParams
void .ctor(CommandBuffer wrapped, RenderGraphPass executingPass, bool isAsync)2 flags0x08
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, ComputeBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, ComputeBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public—0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, GraphicsBuffer src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, GraphicsBuffer src, int size, int offset, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public—0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public—0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, const TextureFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public—0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public—0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, const TextureFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x10
void RequestAsyncReadbackIntoNativeArray(ref NativeArray<T>& output, Texture src, int mipIndex, int x, int width, int y, int height, int z, int depth, const GraphicsFormat& dstFormat, Action<UnityEngine.Rendering.AsyncGPUReadbackRequest> callback)Public0x10
void SetInvertCulling(bool invertCulling)PublicFinal+2 flags0x01
void SetComputeFloatParam(ComputeShader computeShader, int nameID, float val)PublicFinal+2 flags0x08
void SetComputeIntParam(ComputeShader computeShader, int nameID, int val)PublicFinal+2 flags0x08
void SetComputeVectorParam(ComputeShader computeShader, int nameID, const Vector4& val)PublicFinal+2 flags0x10
void SetComputeVectorArrayParam(ComputeShader computeShader, int nameID, const Vector4[]& values)PublicFinal+2 flags0x08
void SetComputeMatrixParam(ComputeShader computeShader, int nameID, const Matrix4x4& val)PublicFinal+2 flags0x40
void SetComputeMatrixArrayParam(ComputeShader computeShader, int nameID, const Matrix4x4[]& values)PublicFinal+2 flags0x08
void Clear()PublicFinal+2 flags0x00
void SetViewport(const Rect& pixelRect)PublicFinal+2 flags0x10
void EnableScissorRect(const Rect& scissor)PublicFinal+2 flags0x10
void DisableScissorRect()PublicFinal+2 flags0x00
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor)PublicFinal+2 flags0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth)PublicFinal+2 flags0x10
void ClearRenderTarget(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth, uint stencil)PublicFinal+2 flags0x10
void ClearRenderTarget(const RTClearFlags& clearFlags, const Color& backgroundColor, float depth, uint stencil)PublicFinal+2 flags0x10
void ClearRenderTarget(const RTClearFlags& clearFlags, const Color[]& backgroundColors, float depth, uint stencil)PublicFinal+2 flags0x08
void SetGlobalFloat(int nameID, float value)PublicFinal+2 flags0x04
void SetGlobalInt(int nameID, int value)PublicFinal+2 flags0x04
void SetGlobalInteger(int nameID, int value)PublicFinal+2 flags0x04
void SetGlobalVector(int nameID, const Vector4& value)PublicFinal+2 flags0x10
void SetGlobalColor(int nameID, const Color& value)PublicFinal+2 flags0x10
void SetGlobalMatrix(int nameID, const Matrix4x4& value)PublicFinal+2 flags0x40
void EnableShaderKeyword(const string& keyword)PublicFinal+2 flags0x08
void EnableKeyword(ref GlobalKeyword& keyword)Public0x10
void EnableKeyword(Material material, ref LocalKeyword& keyword)Public0x18
void EnableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword)Public0x18
void DisableShaderKeyword(const string& keyword)PublicFinal+2 flags0x08
void DisableKeyword(ref GlobalKeyword& keyword)Public0x10
void DisableKeyword(Material material, ref LocalKeyword& keyword)Public0x18
void DisableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword)Public0x18
void SetKeyword(ref GlobalKeyword& keyword, bool value)Public0x10
void SetKeyword(Material material, ref LocalKeyword& keyword, bool value)Public0x18
void SetKeyword(ComputeShader computeShader, ref LocalKeyword& keyword, bool value)Public0x18
void SetViewProjectionMatrices(const Matrix4x4& view, const Matrix4x4& proj)PublicFinal+2 flags0x40
void SetGlobalDepthBias(float bias, float slopeBias)PublicFinal+2 flags0x04
void SetGlobalFloatArray(int nameID, const float[]& values)PublicFinal+2 flags0x08
void SetGlobalVectorArray(int nameID, const Vector4[]& values)PublicFinal+2 flags0x08
void SetGlobalMatrixArray(int nameID, const Matrix4x4[]& values)PublicFinal+2 flags0x08
void SetLateLatchProjectionMatrices(const Matrix4x4[]& projectionMat)PublicFinal+2 flags0x08
void MarkLateLatchMatrixShaderPropertyID(const CameraLateLatchMatrixType& matrixPropertyType, int shaderPropertyID)PublicFinal+2 flags0x04
void UnmarkLateLatchMatrix(const CameraLateLatchMatrixType& matrixPropertyType)PublicFinal+2 flags0x04
void BeginSample(const string& name)PublicFinal+2 flags0x08
void EndSample(const string& name)PublicFinal+2 flags0x08
void BeginSample(CustomSampler sampler)PublicFinal+2 flags0x08
void EndSample(CustomSampler sampler)PublicFinal+2 flags0x08
void BeginSample(const ProfilerMarker& marker)PublicFinal+2 flags0x08
void EndSample(const ProfilerMarker& marker)PublicFinal+2 flags0x08
void IncrementUpdateCount(const RenderTargetIdentifier& dest)PublicFinal+2 flags0x28
void SetInstanceMultiplier(uint multiplier)PublicFinal+2 flags0x04
void SetFoveatedRenderingMode(const FoveatedRenderingMode& foveatedRenderingMode)PublicFinal+2 flags0x04
void SetWireframe(bool enable)PublicFinal+2 flags0x01
void ConfigureFoveatedRendering(long platformData)PublicFinal+2 flags0x08
void SetRenderTarget(const RenderTargetIdentifier& rt)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& loadAction, const RenderBufferStoreAction& storeAction)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& rt, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier& color, const RenderBufferLoadAction& colorLoadAction, const RenderBufferStoreAction& colorStoreAction, const RenderTargetIdentifier& depth, const RenderBufferLoadAction& depthLoadAction, const RenderBufferStoreAction& depthStoreAction)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetIdentifier[]& colors, const RenderTargetIdentifier& depth, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)PublicFinal+2 flags0x28
void SetRenderTarget(const RenderTargetBinding& binding, int mipLevel, const CubemapFace& cubemapFace, int depthSlice)PublicFinal+2 flags0x50
void SetRenderTarget(const RenderTargetBinding& binding)PublicFinal+2 flags0x50
void SetBufferData(ComputeBuffer buffer, Array data)PublicFinal+2 flags0x08
void SetBufferData(ComputeBuffer buffer, List<T> data)PublicFinal+2 flags0x08
void SetBufferData(ComputeBuffer buffer, const NativeArray<T>& data)PublicFinal+2 flags0x10
void SetBufferData(ComputeBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count)PublicFinal+2 flags0x08
void SetBufferData(ComputeBuffer buffer, List<T> data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count)PublicFinal+2 flags—0x08
void SetBufferData(ComputeBuffer buffer, const NativeArray<T>& data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count)PublicFinal+2 flags0x10
void SetBufferCounterValue(ComputeBuffer buffer, uint counterValue)PublicFinal+2 flags0x08
void SetBufferData(GraphicsBuffer buffer, Array data)PublicFinal+2 flags0x08
void SetBufferData(GraphicsBuffer buffer, List<T> data)PublicFinal+2 flags0x08
void SetBufferData(GraphicsBuffer buffer, const NativeArray<T>& data)PublicFinal+2 flags0x10
void SetBufferData(GraphicsBuffer buffer, Array data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count)PublicFinal+2 flags0x08
void SetBufferData(GraphicsBuffer buffer, List<T> data, int managedBufferStartIndex, int graphicsBufferStartIndex, int count)PublicFinal+2 flags—0x08
void SetBufferData(GraphicsBuffer buffer, const NativeArray<T>& data, int nativeBufferStartIndex, int graphicsBufferStartIndex, int count)PublicFinal+2 flags0x10
void SetBufferCounterValue(GraphicsBuffer buffer, uint counterValue)PublicFinal+2 flags0x08
void SetupCameraProperties(Camera camera)PublicFinal+2 flags0x08
void InvokeOnRenderObjectCallbacks()PublicFinal+2 flags0x00
void SetComputeFloatParam(ComputeShader computeShader, const string& name, float val)PublicFinal+2 flags0x08
void SetComputeIntParam(ComputeShader computeShader, const string& name, int val)PublicFinal+2 flags0x08
void SetComputeVectorParam(ComputeShader computeShader, const string& name, const Vector4& val)PublicFinal+2 flags0x10
void SetComputeVectorArrayParam(ComputeShader computeShader, const string& name, const Vector4[]& values)PublicFinal+2 flags0x08
void SetComputeMatrixParam(ComputeShader computeShader, const string& name, const Matrix4x4& val)PublicFinal+2 flags0x40
void SetComputeMatrixArrayParam(ComputeShader computeShader, const string& name, const Matrix4x4[]& values)PublicFinal+2 flags0x08
void SetComputeFloatParams(ComputeShader computeShader, const string& name, const float[]& values)PublicFinal+2 flags0x08
void SetComputeFloatParams(ComputeShader computeShader, int nameID, const float[]& values)PublicFinal+2 flags0x08
void SetComputeIntParams(ComputeShader computeShader, const string& name, const int[]& values)PublicFinal+2 flags0x08
void SetComputeIntParams(ComputeShader computeShader, int nameID, const int[]& values)PublicFinal+2 flags0x08
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const TextureHandle& rt)PublicFinal+2 flags0x10
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const TextureHandle& rt)PublicFinal+2 flags0x10
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const TextureHandle& rt, int mipLevel)PublicFinal+2 flags0x10
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const TextureHandle& rt, int mipLevel)PublicFinal+2 flags0x10
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, const string& name, const TextureHandle& rt, int mipLevel, const RenderTextureSubElement& element)PublicFinal+2 flags0x10
void SetComputeTextureParam(ComputeShader computeShader, int kernelIndex, int nameID, const TextureHandle& rt, int mipLevel, const RenderTextureSubElement& element)PublicFinal+2 flags0x10
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, ComputeBuffer buffer)PublicFinal+2 flags0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, ComputeBuffer buffer)PublicFinal+2 flags0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, const GraphicsBufferHandle& bufferHandle)PublicFinal+2 flags0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, const GraphicsBufferHandle& bufferHandle)PublicFinal+2 flags0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, int nameID, GraphicsBuffer buffer)PublicFinal+2 flags0x08
void SetComputeBufferParam(ComputeShader computeShader, int kernelIndex, const string& name, GraphicsBuffer buffer)PublicFinal+2 flags0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, ComputeBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, const string& name, ComputeBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, int nameID, GraphicsBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void SetComputeConstantBufferParam(ComputeShader computeShader, const string& name, GraphicsBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void DispatchCompute(ComputeShader computeShader, int kernelIndex, int threadGroupsX, int threadGroupsY, int threadGroupsZ)PublicFinal+2 flags0x08
void DispatchCompute(ComputeShader computeShader, int kernelIndex, ComputeBuffer indirectBuffer, uint argsOffset)PublicFinal+2 flags0x08
void DispatchCompute(ComputeShader computeShader, int kernelIndex, GraphicsBuffer indirectBuffer, uint argsOffset)PublicFinal+2 flags0x08
void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure)PublicFinal+2 flags0x08
void BuildRayTracingAccelerationStructure(RayTracingAccelerationStructure accelerationStructure, const Vector3& relativeOrigin)PublicFinal+2 flags0x0C
void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, const string& name, RayTracingAccelerationStructure rayTracingAccelerationStructure)PublicFinal+2 flags0x08
void SetRayTracingAccelerationStructure(RayTracingShader rayTracingShader, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)PublicFinal+2 flags0x08
void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, const string& name, RayTracingAccelerationStructure rayTracingAccelerationStructure)PublicFinal+2 flags0x08
void SetRayTracingAccelerationStructure(ComputeShader computeShader, int kernelIndex, int nameID, RayTracingAccelerationStructure rayTracingAccelerationStructure)PublicFinal+2 flags0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, ComputeBuffer buffer)PublicFinal+2 flags0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer)PublicFinal+2 flags0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, GraphicsBuffer buffer)PublicFinal+2 flags0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer)PublicFinal+2 flags0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, const string& name, const GraphicsBufferHandle& bufferHandle)PublicFinal+2 flags0x08
void SetRayTracingBufferParam(RayTracingShader rayTracingShader, int nameID, const GraphicsBufferHandle& bufferHandle)PublicFinal+2 flags0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, int nameID, ComputeBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, const string& name, ComputeBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, int nameID, GraphicsBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void SetRayTracingConstantBufferParam(RayTracingShader rayTracingShader, const string& name, GraphicsBuffer buffer, int offset, int size)PublicFinal+2 flags0x08
void SetRayTracingTextureParam(RayTracingShader rayTracingShader, const string& name, const TextureHandle& rt)PublicFinal+2 flags0x10
void SetRayTracingTextureParam(RayTracingShader rayTracingShader, int nameID, const TextureHandle& rt)PublicFinal+2 flags0x10
void SetRayTracingFloatParam(RayTracingShader rayTracingShader, const string& name, float val)PublicFinal+2 flags0x08
void SetRayTracingFloatParam(RayTracingShader rayTracingShader, int nameID, float val)PublicFinal+2 flags0x08
void SetRayTracingFloatParams(RayTracingShader rayTracingShader, const string& name, const float[]& values)PublicFinal+2 flags0x08
void SetRayTracingFloatParams(RayTracingShader rayTracingShader, int nameID, const float[]& values)PublicFinal+2 flags0x08
void SetRayTracingIntParam(RayTracingShader rayTracingShader, const string& name, int val)PublicFinal+2 flags0x08
void SetRayTracingIntParam(RayTracingShader rayTracingShader, int nameID, int val)PublicFinal+2 flags0x08
void SetRayTracingIntParams(RayTracingShader rayTracingShader, const string& name, const int[]& values)PublicFinal+2 flags0x08
void SetRayTracingIntParams(RayTracingShader rayTracingShader, int nameID, const int[]& values)PublicFinal+2 flags0x08
void SetRayTracingVectorParam(RayTracingShader rayTracingShader, const string& name, const Vector4& val)PublicFinal+2 flags0x10
void SetRayTracingVectorParam(RayTracingShader rayTracingShader, int nameID, const Vector4& val)PublicFinal+2 flags0x10
void SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, const string& name, const Vector4[]& values)PublicFinal+2 flags0x08
void SetRayTracingVectorArrayParam(RayTracingShader rayTracingShader, int nameID, const Vector4[]& values)PublicFinal+2 flags0x08
void SetRayTracingMatrixParam(RayTracingShader rayTracingShader, const string& name, const Matrix4x4& val)PublicFinal+2 flags0x40
void SetRayTracingMatrixParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4& val)PublicFinal+2 flags0x40
void SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, const string& name, const Matrix4x4[]& values)PublicFinal+2 flags0x08
void SetRayTracingMatrixArrayParam(RayTracingShader rayTracingShader, int nameID, const Matrix4x4[]& values)PublicFinal+2 flags0x08
void DispatchRays(RayTracingShader rayTracingShader, const string& rayGenName, uint width, uint height, uint depth, Camera camera)PublicFinal+2 flags0x08
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass, MaterialPropertyBlock properties)PublicFinal+2 flags0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex, int shaderPass)PublicFinal+2 flags0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material, int submeshIndex)PublicFinal+2 flags0x40
void DrawMesh(Mesh mesh, const Matrix4x4& matrix, Material material)PublicFinal+2 flags0x40
void DrawMultipleMeshes(const Matrix4x4[]& matrices, const Mesh[]& meshes, const int[]& subsetIndices, int count, Material material, int shaderPass, MaterialPropertyBlock properties)PublicFinal+2 flags0x08
void DrawRenderer(Renderer renderer, Material material, int submeshIndex, int shaderPass)PublicFinal+2 flags0x08
void DrawRenderer(Renderer renderer, Material material, int submeshIndex)PublicFinal+2 flags0x08
void DrawRenderer(Renderer renderer, Material material)PublicFinal+2 flags0x08
void DrawRendererList(const RendererList& rendererList)PublicFinal+2 flags0x18
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount, MaterialPropertyBlock properties)PublicFinal+2 flags0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount, int instanceCount)PublicFinal+2 flags0x40
void DrawProcedural(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int vertexCount)PublicFinal+2 flags0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount, MaterialPropertyBlock properties)PublicFinal+2 flags0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount, int instanceCount)PublicFinal+2 flags0x40
void DrawProcedural(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, int indexCount)PublicFinal+2 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)PublicFinal+2 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset)PublicFinal+2 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs)PublicFinal+2 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)PublicFinal+2 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs, int argsOffset)PublicFinal+2 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, ComputeBuffer bufferWithArgs)PublicFinal+2 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)PublicFinal+2 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset)PublicFinal+2 flags0x40
void DrawProceduralIndirect(const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs)PublicFinal+2 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)PublicFinal+2 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs, int argsOffset)PublicFinal+2 flags0x40
void DrawProceduralIndirect(GraphicsBuffer indexBuffer, const Matrix4x4& matrix, Material material, int shaderPass, const MeshTopology& topology, GraphicsBuffer bufferWithArgs)PublicFinal+2 flags0x40
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count, MaterialPropertyBlock properties)PublicFinal+2 flags0x08
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices, int count)PublicFinal+2 flags0x08
void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, int shaderPass, const Matrix4x4[]& matrices)PublicFinal+2 flags0x08
void DrawMeshInstancedProcedural(Mesh mesh, int submeshIndex, Material material, int shaderPass, int count, MaterialPropertyBlock properties)PublicFinal+2 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)PublicFinal+2 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs, int argsOffset)PublicFinal+2 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, ComputeBuffer bufferWithArgs)PublicFinal+2 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset, MaterialPropertyBlock properties)PublicFinal+2 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs, int argsOffset)PublicFinal+2 flags0x08
void DrawMeshInstancedIndirect(Mesh mesh, int submeshIndex, Material material, int shaderPass, GraphicsBuffer bufferWithArgs)PublicFinal+2 flags0x08
void DrawOcclusionMesh(const RectInt& normalizedCamViewport)PublicFinal+2 flags0x10
void CopyCounterValue(ComputeBuffer src, ComputeBuffer dst, uint dstOffsetBytes)PublicFinal+2 flags0x08
void CopyCounterValue(GraphicsBuffer src, ComputeBuffer dst, uint dstOffsetBytes)PublicFinal+2 flags0x08
void CopyCounterValue(ComputeBuffer src, GraphicsBuffer dst, uint dstOffsetBytes)PublicFinal+2 flags0x08
void CopyCounterValue(GraphicsBuffer src, GraphicsBuffer dst, uint dstOffsetBytes)PublicFinal+2 flags0x08
void SetGlobalFloat(const string& name, float value)PublicFinal+2 flags0x08
void SetGlobalInt(const string& name, int value)PublicFinal+2 flags0x08
void SetGlobalInteger(const string& name, int value)PublicFinal+2 flags0x08
void SetGlobalVector(const string& name, const Vector4& value)PublicFinal+2 flags0x10
void SetGlobalColor(const string& name, const Color& value)PublicFinal+2 flags0x10
void SetGlobalMatrix(const string& name, const Matrix4x4& value)PublicFinal+2 flags0x40
void SetGlobalFloatArray(const string& propertyName, List<System.Single> values)PublicFinal+2 flags0x08
void SetGlobalFloatArray(int nameID, List<System.Single> values)PublicFinal+2 flags0x08
void SetGlobalFloatArray(const string& propertyName, const float[]& values)PublicFinal+2 flags0x08
void SetGlobalVectorArray(const string& propertyName, List<UnityEngine.Vector4> values)PublicFinal+2 flags0x08
void SetGlobalVectorArray(int nameID, List<UnityEngine.Vector4> values)PublicFinal+2 flags0x08
void SetGlobalVectorArray(const string& propertyName, const Vector4[]& values)PublicFinal+2 flags0x08
void SetGlobalMatrixArray(const string& propertyName, List<UnityEngine.Matrix4x4> values)PublicFinal+2 flags0x08
void SetGlobalMatrixArray(int nameID, List<UnityEngine.Matrix4x4> values)PublicFinal+2 flags0x08
void SetGlobalMatrixArray(const string& propertyName, const Matrix4x4[]& values)PublicFinal+2 flags0x08
void SetGlobalTexture(const string& name, const TextureHandle& value)PublicFinal+2 flags0x10
void SetGlobalTexture(int nameID, const TextureHandle& value)PublicFinal+2 flags0x10
void SetGlobalTexture(const string& name, const TextureHandle& value, const RenderTextureSubElement& element)PublicFinal+2 flags0x10
void SetGlobalTexture(int nameID, const TextureHandle& value, const RenderTextureSubElement& element)PublicFinal+2 flags0x10
void SetGlobalBuffer(const string& name, ComputeBuffer value)PublicFinal+2 flags0x08
void SetGlobalBuffer(int nameID, ComputeBuffer value)PublicFinal+2 flags0x08
void SetGlobalBuffer(const string& name, GraphicsBuffer value)PublicFinal+2 flags0x08
void SetGlobalBuffer(int nameID, GraphicsBuffer value)PublicFinal+2 flags0x08
void SetGlobalConstantBuffer(ComputeBuffer buffer, int nameID, int offset, int size)PublicFinal+2 flags0x08
void SetGlobalConstantBuffer(ComputeBuffer buffer, const string& name, int offset, int size)PublicFinal+2 flags0x08
void SetGlobalConstantBuffer(GraphicsBuffer buffer, int nameID, int offset, int size)PublicFinal+2 flags0x08
void SetGlobalConstantBuffer(GraphicsBuffer buffer, const string& name, int offset, int size)PublicFinal+2 flags0x08
void SetShadowSamplingMode(const RenderTargetIdentifier& shadowmap, const ShadowSamplingMode& mode)PublicFinal+2 flags0x28
void SetSinglePassStereo(const SinglePassStereoMode& mode)PublicFinal+2 flags0x04
void IssuePluginEvent(long callback, int eventID)PublicFinal+2 flags0x08
void IssuePluginEventAndData(long callback, int eventID, long data)PublicFinal+2 flags0x08
void IssuePluginCustomBlit(long callback, uint command, const RenderTargetIdentifier& source, const RenderTargetIdentifier& dest, uint commandParam, uint commandFlags)PublicFinal+2 flags0x28
void IssuePluginCustomTextureUpdateV2(long callback, Texture targetTexture, uint userData)PublicFinal+2 flags0x08
void UnityEngine.Rendering.IBaseCommandBuffer.EnableKeyword(ref GlobalKeyword& keyword)PrivateFinal+2 flags0x10
void UnityEngine.Rendering.IBaseCommandBuffer.EnableKeyword(Material material, ref LocalKeyword& keyword)PrivateFinal+2 flags0x18
void UnityEngine.Rendering.IBaseCommandBuffer.EnableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword)PrivateFinal+2 flags0x18
void UnityEngine.Rendering.IBaseCommandBuffer.DisableKeyword(ref GlobalKeyword& keyword)PrivateFinal+2 flags0x10
void UnityEngine.Rendering.IBaseCommandBuffer.DisableKeyword(Material material, ref LocalKeyword& keyword)PrivateFinal+2 flags0x18
void UnityEngine.Rendering.IBaseCommandBuffer.DisableKeyword(ComputeShader computeShader, ref LocalKeyword& keyword)PrivateFinal+2 flags0x18
void UnityEngine.Rendering.IBaseCommandBuffer.SetKeyword(ref GlobalKeyword& keyword, bool value)PrivateFinal+2 flags0x10
void UnityEngine.Rendering.IBaseCommandBuffer.SetKeyword(Material material, ref LocalKeyword& keyword, bool value)PrivateFinal+2 flags0x18
void UnityEngine.Rendering.IBaseCommandBuffer.SetKeyword(ComputeShader computeShader, ref LocalKeyword& keyword, bool value)PrivateFinal+2 flags0x18

Used by 5

types with a member, parameter or interface of this type