Renderer
class in UnityEngine · UnityEngine.CoreModule · inherits from Component
Base class for anything drawn. Not a Behaviour, but has its own enabled flag, as in Unity.
Properties 17
Bounds bounds { get; }World-space bounds of what is drawn.
bool enabled { get; set; }bool isVisible { get; }Rendering.LightProbeUsage lightProbeUsage { get; set; }How the renderer takes light probes (none are baked here).
Bounds localBounds { get; set; }The bounds in the renderer's own space: a TextMesh's text box, or its mesh's bounds.
Matrix4x4 localToWorldMatrix { get; }Material material { get; set; }This renderer's own copy of the first material, made on first access (named "... (Instance)"), as in Unity.
Material[] materials { get; set; }This renderer's own copies of all its materials, made on first access.
bool receiveShadows { get; set; }Rendering.ReflectionProbeUsage reflectionProbeUsage { get; set; }How the renderer takes reflection probes (Tassix: the probe holding its center).
Rendering.ShadowCastingMode shadowCastingMode { get; set; }int sortingLayerID { get; set; }string sortingLayerName { get; set; }int sortingOrder { get; set; }Order within the sorting layer; transparent renderers sort by layer, then order, then distance.
Matrix4x4 worldToLocalMatrix { get; }Methods 5
void GetMaterials(System.Collections.Generic.List<Material> m)void GetPropertyBlock(MaterialPropertyBlock properties)void GetPropertyBlock(MaterialPropertyBlock properties, int materialIndex)bool HasPropertyBlock()Whether a block was set (even an empty one), as Unity reports it.
void SetPropertyBlock(MaterialPropertyBlock? properties)void SetPropertyBlock(MaterialPropertyBlock? properties, int materialIndex)Draws every material with properties on top (copied; null clears).
Draws material materialIndex with properties on top.
Not in Tassix yet 25
GetClosestReflectionProbes LODGroup ResetBounds ResetLocalBounds SetMaterials SetSharedMaterials allowOcclusionWhenDynamic forceMeshLod forceRenderingOff isLOD0 isPartOfStaticBatch lightProbeProxyVolumeOverride lightmapIndex lightmapScaleOffset meshLodSelectionBias motionVectorGenerationMode probeAnchor rayTracingAccelerationStructureBuildFlags rayTracingAccelerationStructureBuildFlagsOverride rayTracingMode realtimeLightmapIndex realtimeLightmapScaleOffset rendererPriority renderingLayerMask staticShadowCaster