Namespace Unity.Tiny.Rendering
Classes
AssignRenderGroups
BGFXShaderHelper
Culling
DemoSpinnerSystem
KeyControlsSystem
MeshHelper
MipMapHelper
PrecompiledShaderDataExtention
PreparePassesSystem
ProjectionHelper
RenderGraphBuilder
RenderingGPUSystem
ScreenToWorld
ShaderType
SubmitBlitters
SubmitFrameSystem
SubmitGizmos
SubmitSimpleMesh
SubmitStaticLitMeshChunked
SubmitSystemGroup
Component system group during which all rendering command queue building and submission happens. Updates inside the Presentation System Group.
UpdateAutoMovingLightSystem
UpdateBGFXLightSetups
UpdateCameraMatricesSystem
UpdateCameraZFarSystem
UpdateLightMatricesSystem
UpdateWorldBoundsSystem
Structs
AmbientLight
Ambient light. To add next to entity with a Light component on it. The ambient light color and intensity must be set in the Light Component.
AutoMovingDirectionalLight
BlitRenderer
BlitShader
BuildGroup
Camera
CameraAutoAspectFromDisplay
CameraAutoZFarFromWorldBounds
CameraKeyControl
CameraMask
CameraMatrices
CameraSettings2D
CascadeData
CascadeShadowmappedLight
CascadeShadowmappedLightCache
ChunkWorldBoundingSphere
ChunkWorldBounds
DemoSpinner
DirectionalLight
DynamicIndex
DynamicLitVertex
DynamicMeshData
DynamicSimpleVertex
ExternalBlitES3Shader
Fog
FragmentShaderBinData
Frustum
GizmoAutoMovingDirectionalLight
GizmoBoundingSphere
GizmoCamera
GizmoDebugOverlayTexture
GizmoLight
GizmoNormalsAndTangents
GizmoObjectBoundingBox
GizmoTransform
GizmoWireframe
GizmoWorldBoundingBox
Light
LightFromCameraByKey
LightingBGFX
LightingRef
LightingViewSpaceBGFX
LightMatrices
LightToLightingSetup
LineShader
LitMaterial
LitMaterialBGFX
LitMeshData
Mesh structure (used for 3D cases) This is a blob asset, reference by the LitMeshRenderData component
LitMeshRenderData
Blob asset component to add to a mesh entity containg all mesh data to work with a lit shader Needs a MeshBounds next to it
LitMeshRenderer
Component next to a MeshRenderer, indicating it is lit with the basic lit shader
LitShader
LitShader.MappedLight
LitVertex
Single vertex data used with a Lit Shader
MainViewNodeTag
MappedLightBGFX
MeshBounds
MeshRenderer
Mesh renderer component containing a reference to a material to render with and submesh information
ObjectBounds
PrecompiledShader
PrecompiledShaderData
Shader data per shader language type
RenderGroup
RenderNode
RenderNodeCubemap
RenderNodePrimarySurface
RenderNodeRef
RenderNodeShadowMap
RenderNodeTexture
RenderOrder
RenderPass
RenderPassAutoSizeToNode
RenderPassCascade
RenderPassClearColorFromBorder
RenderPassRect
RenderPassRef
RenderPassUpdateFromBlitterAutoAspect
RenderPassUpdateFromCamera
RenderPassUpdateFromCascade
RenderPassUpdateFromLight
RenderToPasses
RenderToPassesEntry
ScreenToWorldPassList
ScreenToWorldRoot
ShadowmappedLight
ShadowMapShader
ShadowMask
SimpleMaterial
SimpleMaterialBGFX
SimpleMeshData
Simple mesh data. (Use with Simple shader and 2D cases) This is a blob asset, reference by the SimpleMeshRenderData component
SimpleMeshRenderData
Blob asset component to add next to a mesh entity containing only vertex positions, colors and texture coordinates to work with a simple shader. Needs a MeshBounds next to it
SimpleMeshRenderer
Component next to a MeshRenderer, indicating it is unlit
SimpleShader
SimpleVertex
Simple Vertex data used with a Simple Shader
SortSpritesEntry
SpotLight
VertexShaderBinData
Blob asset reference for each vertex and fragment shaders. To add next to each shader type
WorldBoundingSphere
WorldBounds
ZOnlyShader
Enums
CameraClearFlags
List of options for clearing a camera's viewport before rendering. Used by the Camera2D component.