コード例 #1
0
 public RenderStateBlock(RenderStateMask mask)
 {
     this.m_BlendState       = BlendState.Default;
     this.m_RasterState      = RasterState.Default;
     this.m_DepthState       = DepthState.Default;
     this.m_StencilState     = StencilState.Default;
     this.m_StencilReference = 0;
     this.m_Mask             = mask;
 }
コード例 #2
0
 public StencilState(bool enabled = false, byte readMask = 255, byte writeMask = 255, CompareFunction compareFunction = CompareFunction.Always, StencilOp passOperation = StencilOp.Keep, StencilOp failOperation = StencilOp.Keep, StencilOp zFailOperation = StencilOp.Keep)
 {
     this = new StencilState(enabled, readMask, writeMask, compareFunction, passOperation, failOperation, zFailOperation, compareFunction, passOperation, failOperation, zFailOperation);
 }
 static public int constructor(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         UnityEngine.Experimental.Rendering.StencilState o;
         if (argc == 13)
         {
             System.Boolean a1;
             checkType(l, 3, out a1);
             System.Byte a2;
             checkType(l, 4, out a2);
             System.Byte a3;
             checkType(l, 5, out a3);
             UnityEngine.Rendering.CompareFunction a4;
             checkEnum(l, 6, out a4);
             UnityEngine.Rendering.StencilOp a5;
             checkEnum(l, 7, out a5);
             UnityEngine.Rendering.StencilOp a6;
             checkEnum(l, 8, out a6);
             UnityEngine.Rendering.StencilOp a7;
             checkEnum(l, 9, out a7);
             UnityEngine.Rendering.CompareFunction a8;
             checkEnum(l, 10, out a8);
             UnityEngine.Rendering.StencilOp a9;
             checkEnum(l, 11, out a9);
             UnityEngine.Rendering.StencilOp a10;
             checkEnum(l, 12, out a10);
             UnityEngine.Rendering.StencilOp a11;
             checkEnum(l, 13, out a11);
             o = new UnityEngine.Experimental.Rendering.StencilState(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc == 9)
         {
             System.Boolean a1;
             checkType(l, 3, out a1);
             System.Byte a2;
             checkType(l, 4, out a2);
             System.Byte a3;
             checkType(l, 5, out a3);
             UnityEngine.Rendering.CompareFunction a4;
             checkEnum(l, 6, out a4);
             UnityEngine.Rendering.StencilOp a5;
             checkEnum(l, 7, out a5);
             UnityEngine.Rendering.StencilOp a6;
             checkEnum(l, 8, out a6);
             UnityEngine.Rendering.StencilOp a7;
             checkEnum(l, 9, out a7);
             o = new UnityEngine.Experimental.Rendering.StencilState(a1, a2, a3, a4, a5, a6, a7);
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         else if (argc <= 2)
         {
             o = new UnityEngine.Experimental.Rendering.StencilState();
             pushValue(l, true);
             pushValue(l, o);
             return(2);
         }
         return(error(l, "New object failed."));
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }