class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource ShaderGenerationModule
IDisposable
public bool sortableCode<>():bool public
public String uniformGroup<>():String public
protected ShaderGenerationModule ShaderGenerationModule<>():ShaderGenerationModule protected
public bool CodeIsSortable<>( ShaderPhase phase=, phase:ShaderPhase=, ):bool public
public List<String> GetVariantNames<>():List<String> public
public List<ShaderVariant> GetVariants<>( ShaderGenerationContext context=, context:ShaderGenerationContext=, ):List<ShaderVariant> public
static public ShaderVariant ToVariant<>( ShaderCode[] code=, code:ShaderCode[]=, ):ShaderVariant static public
static public List<ShaderVariant> ToVariants<>( ShaderCode[] code=, code:ShaderCode[]=, ):List<ShaderVariant> static public
public String GetShaderCacheData<>():String public
public String GetShaderCacheHash<>():String public
static public List<ShaderCode> IncludeFromLibrary<>( String path=, path:String=, ):List<ShaderCode> static public
static public List<ShaderCode> IncludeTransformLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeDepthLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeCamerasLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeNoiseLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeDitheringLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeSDFLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeMathLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeLightLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeUVLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeColorsLibrary<>():List<ShaderCode> static public
static public List<ShaderCode> IncludeBillboardLibrary<>():List<ShaderCode> static public
static public ShaderVariant ToVariant<>( List<ShaderCode> code=, code:List<ShaderCode>=, ):ShaderVariant static public
static public List<ShaderVariant> ToVariants<>( List<ShaderCode> code=, code:List<ShaderCode>=, ):List<ShaderVariant> static public
static public List<ShaderVariant> ToVariants<>( String[] values=, values:String[]=, ):List<ShaderVariant> static public
static public List<ShaderCode> ToCode<>( String[] values=, values:String[]=, ):List<ShaderCode> static public
static public List<ShaderCode> ToCode<>( String value=, value:String=, ):List<ShaderCode> static public
static public List<ShaderCode> ToUnsortableCode<>( String value=, value:String=, ):List<ShaderCode> static public
public List<ShaderCode> AsUniformGroup<>( String name=, name:String=, String value=, value:String=, ):List<ShaderCode> public
public List<ShaderCode> AsUniformGroup<>( String name=, name:String=, List<ShaderCode> code=, code:List<ShaderCode>=, ):List<ShaderCode> public
public List<ShaderCode> StartUniformGroup<>( String name=, name:String=, ):List<ShaderCode> public
public List<ShaderCode> EndUniformGroup<>():List<ShaderCode> public
static public List<ShaderCode> ToInnerBlock<>( String name=, name:String=, String block=, block:String=, ):List<ShaderCode> static public
static public List<ShaderCode> ToCode<>( List<String> values=, values:List<String>=, ):List<ShaderCode> static public
static public String UniformFor<>( ShaderProperty property=, property:ShaderProperty=, ):String static public
static public String Uniform<>( FloatProperty property=, property:FloatProperty=, ):String static public
static public String Uniform<>( Vector2Property property=, property:Vector2Property=, ):String static public
static public String Uniform<>( String name=, name:String=, float value=, value:float=, ):String static public
static public String Uniform01<>( String name=, name:String=, float value=, value:float=, ):String static public
static public String Uniform<>( String name=, name:String=, float value=, value:float=, float min=, min:float=, float max=, max:float=, ):String static public
static public String UniformSampler<>( String name=, name:String=, String hints=, hints:String=, ):String static public
static public String Uniform<>( String name=, name:String=, Color color=, color:Color=, ):String static public
static public String Uniform<>( String name=, name:String=, Vector3 vec=, vec:Vector3=, ):String static public
static public String Varying<>( String type=, type:String=, String name=, name:String=, ):String static public
static public String VaryingFloat<>( String name=, name:String=, ):String static public
static public String VaryingVec2<>( String name=, name:String=, ):String static public
static public String VaryingVec3<>( String name=, name:String=, ):String static public
static public String VaryingVec4<>( String name=, name:String=, ):String static public
static public String Uniform<>( String name=, name:String=, Vector4 vec=, vec:Vector4=, ):String static public
static public String DepthTextureUniform<>():String static public
static public String ScreenTextureUniform<>():String static public
static public String NormalRoughnessTextureUniform<>():String static public



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