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), setting up
global shader properties and keywords, and finding shaders by name (Find method).
See Also: SetGlobalColor, SetGlobalFloat; класс Material, документация по ShaderLab.
| globalMaximumLOD | Shader LOD level for all shaders. |
| 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) |
| DisableKeyword | Unset a global shader keyword. |
| EnableKeyword | Set a global shader keyword. |
| Find | Находит шейдер с данным именем name. |
| IsKeywordEnabled | Is global shader keyword enabled? |
| PropertyToID | Возвращает уникальный идентификатор для параметра шейдера. |
| SetGlobalBuffer | Устанавливает глобальное значение параметра compute buffer для всех шейдеров. |
| SetGlobalColor | Устанавливает глобальное значение цветового параметра для всех шейдеров. |
| SetGlobalFloat | Устанавливает глобальное значение вещественного параметра для всех шейдеров. |
| SetGlobalInt | Устанавливает глобальное значение целочисленного параметра для всех шейдеров. |
| SetGlobalMatrix | Устанавливает глобальное значение параметра-матрицы для всех шейдеров. |
| SetGlobalTexture | Устанавливает глобальное значение текстурного параметра для всех шейдеров. |
| 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? |
| name | The name of the object. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
| 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 | Returns a copy of the object original. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |