Exemple #1
0
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Rendering.RenderTargetBlendState o;
         UnityEngine.Rendering.ColorWriteMask a1;
         checkEnum(l, 2, out a1);
         UnityEngine.Rendering.BlendMode a2;
         checkEnum(l, 3, out a2);
         UnityEngine.Rendering.BlendMode a3;
         checkEnum(l, 4, out a3);
         UnityEngine.Rendering.BlendMode a4;
         checkEnum(l, 5, out a4);
         UnityEngine.Rendering.BlendMode a5;
         checkEnum(l, 6, out a5);
         UnityEngine.Rendering.BlendOp a6;
         checkEnum(l, 7, out a6);
         UnityEngine.Rendering.BlendOp a7;
         checkEnum(l, 8, out a7);
         o = new UnityEngine.Experimental.Rendering.RenderTargetBlendState(a1, a2, a3, a4, a5, a6, a7);
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 public BlendState(bool separateMRTBlend = false, bool alphaToMask = false)
 {
     this.m_BlendState0            = RenderTargetBlendState.Default;
     this.m_BlendState1            = RenderTargetBlendState.Default;
     this.m_BlendState2            = RenderTargetBlendState.Default;
     this.m_BlendState3            = RenderTargetBlendState.Default;
     this.m_BlendState4            = RenderTargetBlendState.Default;
     this.m_BlendState5            = RenderTargetBlendState.Default;
     this.m_BlendState6            = RenderTargetBlendState.Default;
     this.m_BlendState7            = RenderTargetBlendState.Default;
     this.m_SeparateMRTBlendStates = Convert.ToByte(separateMRTBlend);
     this.m_AlphaToMask            = Convert.ToByte(alphaToMask);
     this.m_Padding = 0;
 }
Exemple #3
0
 static public int constructor(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         UnityEngine.Experimental.Rendering.RenderTargetBlendState o;
         if (argc == 8)
         {
             UnityEngine.Rendering.ColorWriteMask a1;
             checkEnum(l, 2, out a1);
             UnityEngine.Rendering.BlendMode a2;
             checkEnum(l, 3, out a2);
             UnityEngine.Rendering.BlendMode a3;
             checkEnum(l, 4, out a3);
             UnityEngine.Rendering.BlendMode a4;
             checkEnum(l, 5, out a4);
             UnityEngine.Rendering.BlendMode a5;
             checkEnum(l, 6, out a5);
             UnityEngine.Rendering.BlendOp a6;
             checkEnum(l, 7, out a6);
             UnityEngine.Rendering.BlendOp a7;
             checkEnum(l, 8, out a7);
             o = new UnityEngine.Experimental.Rendering.RenderTargetBlendState(a1, a2, a3, a4, a5, a6, a7);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc <= 2)
         {
             o = new UnityEngine.Experimental.Rendering.RenderTargetBlendState();
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         return(error(l, "New object failed."));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }