static public int constructor(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); UnityEngine.Experimental.Rendering.RasterState o; if (argc == 5) { UnityEngine.Rendering.CullMode a1; checkEnum(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); System.Boolean a4; checkType(l, 5, out a4); o = new UnityEngine.Experimental.Rendering.RasterState(a1, a2, a3, a4); pushValue(l, true); pushValue(l, o); return(2); } else if (argc <= 2) { o = new UnityEngine.Experimental.Rendering.RasterState(); pushValue(l, true); pushValue(l, o); return(2); } return(error(l, "New object failed.")); } catch (Exception e) { return(error(l, e)); } }
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; }
static public int constructor(IntPtr l) { try { UnityEngine.Experimental.Rendering.RasterState o; UnityEngine.Rendering.CullMode a1; checkEnum(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); System.Single a3; checkType(l, 4, out a3); System.Boolean a4; checkType(l, 5, out a4); o = new UnityEngine.Experimental.Rendering.RasterState(a1, a2, a3, a4); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }