Graphics Settings 的脚本接口。
lightsUseColorTemperature | 在计算 Light 的最终颜色时,是否使用该 Light 的色温。 |
lightsUseLinearIntensity | 如果此属性为 true,Light 强度乘以线性颜色值。如果为 false,则使用伽马颜色值。 |
renderPipelineAsset | RenderPipelineAsset描述应如何渲染该 Scene。 |
transparencySortAxis | 描述方向的轴,将沿此方向测量对象距离,从而进行排序。 |
transparencySortMode | 透明对象排序模式。 |
useScriptableRenderPipelineBatching | 在运行时启用/禁用 SRP 批处理程序(实验性)。 |
GetCustomShader | 获取代替内置着色器使用的自定义着色器。 |
GetShaderMode | 获取内置着色器模式。 |
HasShaderDefine | 如果在为当前 GraphicsTier 编译着色器时设置了着色器定义,则返回 true。 |
SetCustomShader | 设置要代替内置着色器使用的自定义着色器。 |
SetShaderMode | 设置内置着色器模式。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | 返回所有类型为 type 的已加载的激活对象的列表。 |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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