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Shader scripts used for all rendering.
Most of the advanced rendering is controlled via Material class. Shader class is mostly used just to check whether a shader can run on the user's hardware (isSupported property) and to find shaders by name (Find method).
See Also: Material class, Materials, ShaderLab documentation.
isSupported |
Can this shader run on the end-users graphics card? (Read Only) |
maximumLOD |
Shader LOD level for this shader. |
renderQueue |
Render queue of this shader (Read Only) |
globalMaximumLOD |
Shader LOD level for all shaders. |
Find |
Finds a shader with the given name. |
SetGlobalColor |
Sets a global color property for all shaders. |
SetGlobalVector |
Sets a global vector property for all shaders. |
SetGlobalFloat |
Sets a global float property for all shaders. |
SetGlobalTexture |
Sets a global texture property for all shaders. |
SetGlobalMatrix |
Sets a global matrix property for all shaders. |
PropertyToID |
Gets unique identifier for a shader property name. |
WarmupAllShaders |
Fully load all shaders to prevent future performance hiccups. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |