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