public float GetFloat(string name) { return(this.GetFloatImpl(Shader.PropertyToID(name))); }
public float GetFloat(string propertyName) { return(this.GetFloat(Shader.PropertyToID(propertyName))); }
public Texture GetTexture(string propertyName) { return(this.GetTexture(Shader.PropertyToID(propertyName))); }
public void SetMatrixArray(string name, Matrix4x4[] values) { this.SetMatrixArray(Shader.PropertyToID(name), values); }
public void SetVectorArray(string name, Vector4[] values) { this.SetVectorArray(Shader.PropertyToID(name), values); }
public void SetColorArray(string name, Color[] values) { this.SetColorArray(Shader.PropertyToID(name), values); }
public void SetFloatArray(string name, float[] values) { this.SetFloatArray(Shader.PropertyToID(name), values); }
public Color[] GetColorArray(string name) { return(this.GetColorArray(Shader.PropertyToID(name))); }
public Vector4[] GetVectorArray(string name) { return(this.GetVectorArray(Shader.PropertyToID(name))); }
public Texture GetTexture(string name) { return(this.GetTextureImpl(Shader.PropertyToID(name))); }
public float[] GetFloatArray(string name) { return(this.GetFloatArray(Shader.PropertyToID(name))); }
public Matrix4x4 GetMatrix(string name) { return(this.GetMatrixImpl(Shader.PropertyToID(name))); }
public Vector4 GetVector(string name) { return(this.GetColorImpl(Shader.PropertyToID(name))); }
public int GetInt(string name) { return((int)this.GetFloatImpl(Shader.PropertyToID(name))); }
public bool HasProperty(string propertyName) { return(this.HasProperty(Shader.PropertyToID(propertyName))); }
public Matrix4x4[] GetMatrixArray(string name) { return(this.GetMatrixArray(Shader.PropertyToID(name))); }
public void SetColor(string propertyName, Color color) { this.SetColor(Shader.PropertyToID(propertyName), color); }
public void GetFloatArray(string name, List <float> values) { this.ExtractFloatArray(Shader.PropertyToID(name), values); }
public void SetFloat(string propertyName, float value) { this.SetFloat(Shader.PropertyToID(propertyName), value); }
public void GetColorArray(string name, List <Color> values) { this.ExtractColorArray(Shader.PropertyToID(name), values); }
public void SetMatrix(string propertyName, Matrix4x4 matrix) { this.SetMatrix(Shader.PropertyToID(propertyName), matrix); }
public void GetVectorArray(string name, List <Vector4> values) { this.ExtractVectorArray(Shader.PropertyToID(name), values); }
public void SetTexture(string propertyName, Texture texture) { this.SetTexture(Shader.PropertyToID(propertyName), texture); }
public void GetMatrixArray(string name, List <Matrix4x4> values) { this.ExtractMatrixArray(Shader.PropertyToID(name), values); }
public Color GetColor(string propertyName) { return(this.GetColor(Shader.PropertyToID(propertyName))); }
public void SetTextureScale(string name, Vector2 value) { this.SetTextureScaleImpl(Shader.PropertyToID(name), value); }
public Matrix4x4 GetMatrix(string propertyName) { return(this.GetMatrix(Shader.PropertyToID(propertyName))); }
public Vector2 GetTextureScale(string name) { return(this.GetTextureScale(Shader.PropertyToID(name))); }
public bool HasProperty(string name) { return(HasProperty(Shader.PropertyToID(name))); }
public void SetMatrixArray(string name, List <Matrix4x4> values) { this.SetMatrixArray(Shader.PropertyToID(name), NoAllocHelpers.ExtractArrayFromListT <Matrix4x4>(values), values.Count); }