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Renderer.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
namespace UnityEngine
{
public class Renderer : Component
{
public Renderer() : base( IntPtr.Zero ) => throw new NotImplementedException();
internal Transform staticBatchRootTransform
{
get;
set;
}
internal int staticBatchIndex
{
get;
}
public bool isPartOfStaticBatch
{
get;
}
public Matrix4x4 worldToLocalMatrix
{
get
{
INTERNAL_get_worldToLocalMatrix( out Matrix4x4 value );
return value;
}
}
public Matrix4x4 localToWorldMatrix
{
get
{
INTERNAL_get_localToWorldMatrix( out Matrix4x4 value );
return value;
}
}
public bool enabled
{
get;
set;
}
public ShadowCastingMode shadowCastingMode
{
get;
set;
}
public bool receiveShadows
{
get;
set;
}
public Material material
{
get;
set;
}
public Material sharedMaterial
{
get;
set;
}
public Material[] materials
{
get;
set;
}
public Material[] sharedMaterials
{
get;
set;
}
public Bounds bounds
{
get
{
INTERNAL_get_bounds( out Bounds value );
return value;
}
}
public int lightmapIndex
{
get;
set;
}
public int realtimeLightmapIndex
{
get;
set;
}
public Vector4 lightmapScaleOffset
{
get
{
INTERNAL_get_lightmapScaleOffset( out Vector4 value );
return value;
}
set
{
INTERNAL_set_lightmapScaleOffset( ref value );
}
}
public MotionVectorGenerationMode motionVectorGenerationMode
{
get;
set;
}
public Vector4 realtimeLightmapScaleOffset
{
get
{
INTERNAL_get_realtimeLightmapScaleOffset( out Vector4 value );
return value;
}
set
{
INTERNAL_set_realtimeLightmapScaleOffset( ref value );
}
}
public bool isVisible
{
get;
}
public LightProbeUsage lightProbeUsage
{
get;
set;
}
public GameObject lightProbeProxyVolumeOverride
{
get;
set;
}
public Transform probeAnchor
{
get;
set;
}
public ReflectionProbeUsage reflectionProbeUsage
{
get;
set;
}
public string sortingLayerName
{
get;
set;
}
public int sortingLayerID
{
get;
set;
}
public int sortingOrder
{
get;
set;
}
internal int sortingGroupID
{
get;
}
internal int sortingGroupOrder
{
get;
}
[Obsolete( "Use shadowCastingMode instead.", false )]
public bool castShadows
{
get
{
return shadowCastingMode != ShadowCastingMode.Off;
}
set
{
shadowCastingMode = ( value ? ShadowCastingMode.On : ShadowCastingMode.Off );
}
}
[Obsolete( "Use motionVectorGenerationMode instead.", false )]
public bool motionVectors
{
get
{
return motionVectorGenerationMode == MotionVectorGenerationMode.Object;
}
set
{
motionVectorGenerationMode = ( value ? MotionVectorGenerationMode.Object : MotionVectorGenerationMode.Camera );
}
}
[Obsolete( "Use lightProbeUsage instead.", false )]
public bool useLightProbes
{
get
{
return lightProbeUsage != LightProbeUsage.Off;
}
set
{
lightProbeUsage = ( value ? LightProbeUsage.BlendProbes : LightProbeUsage.Off );
}
}
internal extern void SetStaticBatchInfo( int firstSubMesh, int subMeshCount );
private extern void INTERNAL_get_worldToLocalMatrix( out Matrix4x4 value );
private extern void INTERNAL_get_localToWorldMatrix( out Matrix4x4 value );
private extern void INTERNAL_get_bounds( out Bounds value );
private extern void INTERNAL_get_lightmapScaleOffset( out Vector4 value );
private extern void INTERNAL_set_lightmapScaleOffset( ref Vector4 value );
private extern void INTERNAL_get_realtimeLightmapScaleOffset( out Vector4 value );
private extern void INTERNAL_set_realtimeLightmapScaleOffset( ref Vector4 value );
private extern void GetClosestReflectionProbesInternal( object result );
}
}