static StackObject *SetShaderMode_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            UnityEngine.Rendering.BuiltinShaderMode mode = (UnityEngine.Rendering.BuiltinShaderMode) typeof(UnityEngine.Rendering.BuiltinShaderMode).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);
            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.Rendering.BuiltinShaderType type = (UnityEngine.Rendering.BuiltinShaderType) typeof(UnityEngine.Rendering.BuiltinShaderType).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            UnityEngine.Rendering.GraphicsSettings.SetShaderMode(type, mode);

            return(__ret);
        }
Beispiel #2
0
        static int _m_GetShaderMode_xlua_st_(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



            try {
                {
                    UnityEngine.Rendering.BuiltinShaderType type; translator.Get(L, 1, out type);

                    UnityEngine.Rendering.BuiltinShaderMode __cl_gen_ret = UnityEngine.Rendering.GraphicsSettings.GetShaderMode(type);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }