UnityEngine.Renderer
class UnityEngine.Renderer
Fields and Properties:
- UnityEngine.Vector4 lightmapTilingOffset
- UnityEngine.Transform lightProbeAnchor
- bool castShadows
- bool motionVectors
- bool useLightProbes
- UnityEngine.Bounds bounds
- bool enabled
- bool isVisible
- UnityEngine.Rendering.ShadowCastingMode shadowCastingMode
- bool receiveShadows
- bool forceRenderingOff
- UnityEngine.MotionVectorGenerationMode motionVectorGenerationMode
- UnityEngine.Rendering.LightProbeUsage lightProbeUsage
- UnityEngine.Rendering.ReflectionProbeUsage reflectionProbeUsage
- uint renderingLayerMask
- int rendererPriority
- UnityEngine.Experimental.Rendering.RayTracingMode rayTracingMode
- string sortingLayerName
- int sortingLayerID
- int sortingOrder
- bool allowOcclusionWhenDynamic
- bool isPartOfStaticBatch
- UnityEngine.Matrix4x4 worldToLocalMatrix
- UnityEngine.Matrix4x4 localToWorldMatrix
- UnityEngine.GameObject lightProbeProxyVolumeOverride
- UnityEngine.Transform probeAnchor
- int lightmapIndex
- int realtimeLightmapIndex
- UnityEngine.Vector4 lightmapScaleOffset
- UnityEngine.Vector4 realtimeLightmapScaleOffset
- UnityEngine.Material[] materials
- UnityEngine.Material material
- UnityEngine.Material sharedMaterial
- UnityEngine.Material[] sharedMaterials
Constructors:
- UnityEngine.Renderer.New()
Methods:
- bool HasPropertyBlock()
- void SetPropertyBlock(UnityEngine.MaterialPropertyBlock)
- void SetPropertyBlock(UnityEngine.MaterialPropertyBlock, int)
- void GetPropertyBlock(UnityEngine.MaterialPropertyBlock)
- void GetPropertyBlock(UnityEngine.MaterialPropertyBlock, int)
- void GetMaterials(
System.Collections.Generic.List<UnityEngine.Material>
) - void GetSharedMaterials(
System.Collections.Generic.List<UnityEngine.Material>
) - void GetClosestReflectionProbes(
System.Collections.Generic.List<UnityEngine.Rendering.ReflectionProbeBlendInfo>
)