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; }
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)); } }