![]() |
![]() |
|
![]() |
||||||||||
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. |