class in UnityEngine
/
Inherits from:Object
/
Implemented in:UnityEngine.CoreModule
Switch to ManualShader 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: Material class, Materials, ShaderLab documentation.
globalMaximumLOD | Shader LOD level for all shaders. |
globalRenderPipeline | Render pipeline currently in use. |
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 | Finds a shader with the given name. |
GetGlobalColor | Gets a global color property for all shaders previously set using SetGlobalColor. |
GetGlobalFloat | Gets a global float property for all shaders previously set using SetGlobalFloat. |
GetGlobalFloatArray | Gets a global float array for all shaders previously set using SetGlobalFloatArray. |
GetGlobalInt | Gets a global int property for all shaders previously set using SetGlobalInt. |
GetGlobalMatrix | Gets a global matrix property for all shaders previously set using SetGlobalMatrix. |
GetGlobalMatrixArray | Gets a global matrix array for all shaders previously set using SetGlobalMatrixArray. |
GetGlobalTexture | Gets a global texture property for all shaders previously set using SetGlobalTexture. |
GetGlobalVector | Gets a global vector property for all shaders previously set using SetGlobalVector. |
GetGlobalVectorArray | Gets a global vector array for all shaders previously set using SetGlobalVectorArray. |
IsKeywordEnabled | Is global shader keyword enabled? |
PropertyToID | Gets unique identifier for a shader property name. |
SetGlobalBuffer | Sets a global compute buffer property for all shaders. |
SetGlobalColor | Sets a global color property for all shaders. |
SetGlobalFloat | Sets a global float property for all shaders. |
SetGlobalFloatArray | Sets a global float array property for all shaders. |
SetGlobalInt | Sets a global int property for all shaders. |
SetGlobalMatrix | Sets a global matrix property for all shaders. |
SetGlobalMatrixArray | Sets a global matrix array property for all shaders. |
SetGlobalTexture | Sets a global texture property for all shaders. |
SetGlobalVector | Sets a global vector property for all shaders. |
SetGlobalVectorArray | Sets a global vector array 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 GameObject. |
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 | Clones the object original and returns the clone. |
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. |
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