コード例 #1
0
    static int set_rayTracingMode(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Renderer obj = (UnityEngine.Renderer)o;
            UnityEngine.Experimental.Rendering.RayTracingMode arg0 = (UnityEngine.Experimental.Rendering.RayTracingMode)ToLua.CheckObject(L, 2, TypeTraits <UnityEngine.Experimental.Rendering.RayTracingMode> .type);
            obj.rayTracingMode = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index rayTracingMode on a nil value"));
        }
    }
コード例 #2
0
    static int get_rayTracingMode(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Renderer obj = (UnityEngine.Renderer)o;
            UnityEngine.Experimental.Rendering.RayTracingMode ret = obj.rayTracingMode;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index rayTracingMode on a nil value"));
        }
    }
コード例 #3
0
    static int get_rayTracingMode(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.Renderer.rayTracingMode");
#endif
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.Renderer obj = (UnityEngine.Renderer)o;
            UnityEngine.Experimental.Rendering.RayTracingMode ret = obj.rayTracingMode;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index rayTracingMode on a nil value"));
        }
    }
コード例 #4
0
ファイル: RendererKun.cs プロジェクト: yuki4080/UnityChoseKun
        /// <summary>
        ///
        /// </summary>
        /// <param name="binaryReader"></param>
        public override void Deserialize(BinaryReader binaryReader)
        {
            base.Deserialize(binaryReader);

#if UNITY_2019_1_OR_NEWER
            m_forceRenderingOff = binaryReader.ReadBoolean();
            m_rayTracingMode    = (UnityEngine.Experimental.Rendering.RayTracingMode)binaryReader.ReadInt32();
#endif
            m_lightProbeUsage            = (UnityEngine.Rendering.LightProbeUsage)binaryReader.ReadInt32();
            m_motionVectorGenerationMode = (MotionVectorGenerationMode)binaryReader.ReadInt32();
            m_reflectionProbeUsage       = (UnityEngine.Rendering.ReflectionProbeUsage)binaryReader.ReadInt32();
            m_shadowCastingMode          = (UnityEngine.Rendering.ShadowCastingMode)binaryReader.ReadInt32();
            m_lightmapIndex                 = binaryReader.ReadInt32();
            m_rendererPriority              = binaryReader.ReadInt32();
            m_realtimeLightmapIndex         = binaryReader.ReadInt32();
            m_sortingLayerID                = binaryReader.ReadInt32();
            m_sortingOrder                  = binaryReader.ReadInt32();
            m_renderingLayerMask            = binaryReader.ReadUInt32();
            m_lightProbeProxyVolumeOverride = binaryReader.ReadString();
            m_sortingLayerName              = binaryReader.ReadString();
            m_receiveShadows                = binaryReader.ReadBoolean();
            m_allowOcclusionWhenDynamic     = binaryReader.ReadBoolean();
            m_enabled             = binaryReader.ReadBoolean();
            m_isPartOfStaticBatch = binaryReader.ReadBoolean();
            m_isVisible           = binaryReader.ReadBoolean();
            m_bounds                      = SerializerKun.DesirializeObject <BoundsKun>(binaryReader);
            m_probeAnchor                 = SerializerKun.DesirializeObject <TransformKun>(binaryReader);
            m_lightmapScaleOffset         = SerializerKun.DesirializeObject <Vector4Kun>(binaryReader);
            m_realtimeLightmapScaleOffset = SerializerKun.DesirializeObject <Vector4Kun>(binaryReader);
            m_localToWorldMatrix          = SerializerKun.DesirializeObject <Matrix4x4Kun>(binaryReader);
            m_worldToLocalMatrix          = SerializerKun.DesirializeObject <Matrix4x4Kun>(binaryReader);
            m_material                    = SerializerKun.DesirializeObject <MaterialKun>(binaryReader);
            m_sharedMaterial              = SerializerKun.DesirializeObject <MaterialKun>(binaryReader);
            m_materials                   = SerializerKun.DesirializeObjects <MaterialKun>(binaryReader);
            m_sharedMaterials             = SerializerKun.DesirializeObjects <MaterialKun>(binaryReader);
        }