Graphics
class in UnityEngine · UnityEngine.CoreModule
Drawing outside the scene's renderers: meshes for this frame (DrawMesh, DrawMeshInstanced: through renderers the engine keeps out of every scene), textures and meshes drawn now (DrawTexture, DrawMeshNow: as GL draws them, into RenderTexture.active when one is set), copies between textures, and blits into render textures (drawn before the frame's cameras, the source stretched over the destination; a blit material's shader isn't run, which it says once).
Fields 1
const int kMaxDrawMeshInstanceCountMethods 10
static void Blit(Texture source, RenderTexture? dest)static void Blit(Texture source, RenderTexture? dest, Vector2 scale, Vector2 offset)static void Blit(Texture source, RenderTexture? dest, int sourceDepthSlice, int destDepthSlice)static void Blit(Texture source, RenderTexture? dest, Vector2 scale, Vector2 offset, int sourceDepthSlice, int destDepthSlice)static void Blit(Texture source, RenderTexture? dest, Material? mat, int pass, int destDepthSlice)static void Blit(Texture source, Material? mat, int pass, int destDepthSlice)static void Blit(Texture source, RenderTexture? dest, Material? mat, int pass = -1)static void Blit(Texture source, Material? mat, int pass = -1)static void CopyTexture(Texture src, Texture dst)static void CopyTexture(Texture src, int srcElement, Texture dst, int dstElement)static void CopyTexture(Texture src, int srcElement, int srcMip, Texture dst, int dstElement, int dstMip)static 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)A region of one Texture2D's pixels into another.
static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera? camera = null, int submeshIndex = 0, MaterialPropertyBlock? properties = null, bool castShadows = true, bool receiveShadows = true, bool useLightProbes = true)static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera? camera, int submeshIndex, MaterialPropertyBlock? properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows = true, Transform? probeAnchor = null, bool useLightProbes = true)static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera? camera = null, int submeshIndex = 0, MaterialPropertyBlock? properties = null, bool castShadows = true, bool receiveShadows = true, bool useLightProbes = true)static void DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera? camera, int submeshIndex, MaterialPropertyBlock? properties, Rendering.ShadowCastingMode castShadows, bool receiveShadows = true, Transform? probeAnchor = null, Rendering.LightProbeUsage lightProbeUsage = Rendering.LightProbeUsage.BlendProbes)static void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, Matrix4x4[] matrices, int count = -1, MaterialPropertyBlock? properties = null, Rendering.ShadowCastingMode castShadows = Rendering.ShadowCastingMode.On, bool receiveShadows = true, int layer = 0, Camera? camera = null, Rendering.LightProbeUsage lightProbeUsage = Rendering.LightProbeUsage.BlendProbes)static void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, List<Matrix4x4> matrices, MaterialPropertyBlock? properties = null, Rendering.ShadowCastingMode castShadows = Rendering.ShadowCastingMode.On, bool receiveShadows = true, int layer = 0, Camera? camera = null, Rendering.LightProbeUsage lightProbeUsage = Rendering.LightProbeUsage.BlendProbes)static void DrawMeshNow(Mesh mesh, Vector3 position, Quaternion rotation)static void DrawMeshNow(Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex)static void DrawMeshNow(Mesh mesh, Matrix4x4 matrix, int materialIndex)static void DrawMeshNow(Mesh mesh, Matrix4x4 matrix)The mesh drawn now with the SetPass material, as GL draws (over the frame).
static void DrawTexture(Rect screenRect, Texture texture, Material? mat = null, int pass = -1)static void DrawTexture(Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material? mat = null, int pass = -1)static void DrawTexture(Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material? mat = null, int pass = -1)static void DrawTexture(Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Color color, Material? mat = null, int pass = -1)A texture in a screen rect: in GUI coordinates during OnGUI (y down, as IMGUI), else through GL's loaded matrices (see GL), into RenderTexture.active when one is set. Borders aren't sliced.
static void RenderMesh(in RenderParams rparams, Mesh mesh, int submeshIndex, Matrix4x4 objectToWorld, Matrix4x4? prevObjectToWorld = null)Draws a mesh this frame with every camera (or the one asked), as DrawMesh does.
static void RenderMeshInstanced(in RenderParams rparams, Mesh mesh, int submeshIndex, Matrix4x4[] instanceData, int instanceCount = -1, int startInstance = 0)static void RenderMeshInstanced(in RenderParams rparams, Mesh mesh, int submeshIndex, List<Matrix4x4> instanceData, int instanceCount = -1, int startInstance = 0)Draws a mesh once per matrix this frame.
static void SetRenderTarget(RenderTexture? rt)static void SetRenderTarget(RenderTexture? rt, int mipLevel)static void SetRenderTarget(RenderTexture? rt, int mipLevel, CubemapFace face)static void SetRenderTarget(RenderTexture? rt, int mipLevel, CubemapFace face, int depthSlice)Not in Tassix yet 27
BlitMultiTap ClearRandomWriteTargets CopyBuffer CreateAsyncGraphicsFence CreateGraphicsFence DrawMeshInstancedIndirect DrawMeshInstancedProcedural DrawProcedural DrawProceduralIndirect DrawProceduralIndirectNow DrawProceduralNow ExecuteCommandBuffer ExecuteCommandBufferAsync RenderMeshIndirect RenderMeshPrimitives RenderPrimitives RenderPrimitivesIndexed RenderPrimitivesIndexedIndirect RenderPrimitivesIndirect SetRandomWriteTarget WaitOnAsyncGraphicsFence activeColorBuffer activeColorGamut activeDepthBuffer activeTier minOpenGLESVersion preserveFramebufferAlpha