材质实例
Inheritance: ScriptRuntime.Base
コード例 #1
0
 /// <summary>
 /// 利用材质实例的特定通道,将指定纹理渲染至目标RenderToTexture
 /// </summary>
 /// <param name="source">指定的纹理</param>
 /// <param name="destination">目标RenderToTexture</param>
 /// <param name="material">材质实例</param>
 /// <param name="passIndex">材质实例的通道</param>
 public static void BlitImage(Texture source, RenderToTexture destination, MaterialInstance material, int passIndex)
 {
     if (null == source)
     {
         ICall_GraphicSystem_BlitImage(IntPtr.Zero, destination, material, passIndex);
     }
     else
     {
         ICall_GraphicSystem_BlitImage(source.GetTextureHandlePtr(), destination, material, passIndex);
     }
 }
コード例 #2
0
ファイル: GraphicSystem.cs プロジェクト: Bewolf2/Genesis-3D
        /// <summary>
        /// 利用材质实例的特定通道,将指定纹理渲染至目标RenderToTexture
        /// </summary>
        /// <param name="source">指定的纹理</param>
        /// <param name="destination">目标RenderToTexture</param>
        /// <param name="material">材质实例</param>
        /// <param name="passIndex">材质实例的通道</param>
        public static void BlitImage(Texture source, RenderToTexture destination, MaterialInstance material, int passIndex)
        {
            if (null == source)
            {

                ICall_GraphicSystem_BlitImage(IntPtr.Zero, destination, material, passIndex);
            }
            else
            {
                ICall_GraphicSystem_BlitImage(source.GetTextureHandlePtr(), destination, material, passIndex);
            }
        }
コード例 #3
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 extern private static void ICall_RenderComponent_StandaloneRender(RenderComponent self, MaterialInstance customMat);
コード例 #4
0
 /// <summary>
 /// 单独渲染组件
 /// </summary>
 /// <param name="customMaterial">单独渲染组件使用的材质</param>
 public void StandaloneRender(MaterialInstance customMaterial)
 {
     ICall_RenderComponent_StandaloneRender(this, customMaterial);
 }
コード例 #5
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 private static extern void ICall_Material_SetValueMatrix44(MaterialInstance self, String paramName, ref Matrix44 value);
コード例 #6
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 private static extern void ICall_Material_SetTextureResource(MaterialInstance self, String paramName, String id, int priority);
コード例 #7
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 private static extern void ICall_Material_Release(MaterialInstance self);
コード例 #8
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 /// <summary>
 /// 设置材质实例到指定的材质索引
 /// </summary>
 /// <param name="index">渲染相关组件的材质索引</param>
 /// <param name="pMonoObj">要设置的材质实例</param>
 /// <param name="bCopy">是否要拷贝材质,默认是使用内存中的同一份材质</param>
 public void SetMaterialInstance(int index, MaterialInstance pMonoObj)
 {
     ICall_RenderComponent_SetMaterialInstance(this, index, pMonoObj, false);
 }
コード例 #9
0
 /// <summary>
 /// 设置材质实例到指定的材质索引
 /// </summary>
 /// <param name="index">渲染相关组件的材质索引</param>
 /// <param name="pMonoObj">要设置的材质实例</param>
 /// <param name="bCopy">是否要拷贝材质,默认是使用内存中的同一份材质</param>
 public void SetMaterialInstance(int index, MaterialInstance pMonoObj, bool bCopy)
 {
     ICall_RenderComponent_SetMaterialInstance(this, index, pMonoObj, bCopy);
 }
コード例 #10
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 extern private static void ICall_Material_Release(MaterialInstance self);
コード例 #11
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 extern private static void ICall_Material_Bind(MaterialInstance self);
コード例 #12
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 private static extern void ICall_RenderComponent_StandaloneRender(RenderComponent self, MaterialInstance customMat);
コード例 #13
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 private static extern void ICall_RenderComponent_SetMaterialInstance(RenderComponent self, int iSubMesh, MaterialInstance pMonoStr, bool bCopy = false);
コード例 #14
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ファイル: GraphicSystem.cs プロジェクト: Bewolf2/Genesis-3D
 private static extern void ICall_GraphicSystem_BlitImage(IntPtr textureHandlePtr, RenderToTexture destination, MaterialInstance material, int passIndex);
コード例 #15
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 extern private static void ICall_Material_SetTexture(MaterialInstance self, String paramName, IntPtr textureHandlePtr);
コード例 #16
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 extern private static void ICall_GraphicSystem_BlitImage(IntPtr textureHandlePtr, RenderToTexture destination, MaterialInstance material, int passIndex);
コード例 #17
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 extern private static void ICall_Material_SetValueFloat(MaterialInstance self, String paramName, float value);
コード例 #18
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 /// <summary>
 /// 单独渲染组件
 /// </summary>
 /// <param name="customMaterial">单独渲染组件使用的材质</param>
 public void StandaloneRender(MaterialInstance customMaterial)
 {
     ICall_RenderComponent_StandaloneRender(this, customMaterial);
 }
コード例 #19
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 extern private static void ICall_Material_SetValueVector4(MaterialInstance self, String paramName, ref Vector4 value);
コード例 #20
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 private static extern void ICall_Material_Bind(MaterialInstance self);
コード例 #21
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 extern private static void ICall_Material_SetValueMatrix44(MaterialInstance self, String paramName, ref Matrix44 value);
コード例 #22
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 private static extern void ICall_Material_SetTexture(MaterialInstance self, String paramName, IntPtr textureHandlePtr);
コード例 #23
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 extern private static void ICall_Material_SetTextureResource(MaterialInstance self, String paramName, String id, int priority);
コード例 #24
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 private static extern void ICall_Material_SetValueFloat(MaterialInstance self, String paramName, float value);
コード例 #25
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 extern private static void ICall_RenderComponent_SetMaterialInstance(RenderComponent self, int iSubMesh, MaterialInstance pMonoStr, bool bCopy = false);
コード例 #26
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 private static extern void ICall_Material_SetValueVector4(MaterialInstance self, String paramName, ref Vector4 value);
コード例 #27
0
 /// <summary>
 /// 设置材质实例到指定的材质索引
 /// </summary>
 /// <param name="index">渲染相关组件的材质索引</param>
 /// <param name="pMonoObj">要设置的材质实例</param>
 /// <param name="bCopy">是否要拷贝材质,默认是使用内存中的同一份材质</param>
 public void SetMaterialInstance(int index, MaterialInstance pMonoObj, bool bCopy = false)
 {
     ICall_RenderComponent_SetMaterialInstance(this, index, pMonoObj, bCopy);
 }