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; }
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)); } }