Static methods

@:keepstaticunityUrpAddRenderPasses(renderer:ScriptableRenderer, renderingData:RenderingData):Void

Available on unity

Constructor

new()

Methods

draw(visuals:Array<Visual>):Void

inlineclear():Void

@:value({ force : false })setRenderTarget(renderTarget:RenderTexture, force:Bool = false):Void

inlineuseShader(shader:Shader):Void

Available on clay

inlinesetBlendFuncSeparate(srcRgb:BlendMode, dstRgb:BlendMode, srcAlpha:BlendMode, dstAlpha:BlendMode):Void

inlinebeginDrawQuad(quad:Quad):Void

inlinebeginDrawMesh(mesh:Mesh):Void

enableScissor(x:Float, y:Float, width:Float, height:Float):Void

inlinebindTexture(backendItem:Texture):Void

inlinetextureBackendItemMatchesId(backendItem:Texture, textureId:TextureId):Bool

inlinegetTextureId(backendItem:Texture):TextureId

inlinegetTextureWidth(backendItem:Texture):Int

Available on clay

inlinegetTextureHeight(backendItem:Texture):Int

Available on clay

inlinegetTextureWidthActual(backendItem:Texture):Int

Available on clay

inlinegetTextureHeightActual(backendItem:Texture):Int

Available on clay

inlinegetNumPos():Int

inlineputPos(x:Float, y:Float, z:Float):Void

inlineputPosAndTextureSlot(x:Float, y:Float, z:Float, textureSlot:Float):Void

inlineputFloatAttribute(index:Int, value:Float):Void

inlineputIndice(i:Int):Void

inlineputUVs(uvX:Float, uvY:Float):Void

inlineputColor(r:Float, g:Float, b:Float, a:Float):Void

inlineshouldFlush(numVerticesAfter:Int, numIndicesAfter:Int, customFloatAttributesSize:Int):Bool

inlineflush():Void

inlinegetItem(visual:Visual):VisualItem

Available on headless, unity

inlineuseShader(shader:ShaderImpl):Void

Available on headless, unity

inlinegetTextureWidth(texture:Texture):Int

Available on headless, unity

inlinegetTextureHeight(texture:Texture):Int

Available on headless, unity

inlinegetTextureWidthActual(texture:Texture):Int

Available on headless, unity

inlinegetTextureHeightActual(texture:Texture):Int

Available on headless, unity