Chunks
Moddable voxel sandbox for room-scale VR.
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Classes | |
class | BaseMaterial |
Provides information for how to render a Model. More... | |
class | BlockMaterial |
struct | BlockVertex |
Structure used for generating models with integral vertex positions and faces aligned to each axis. More... | |
class | Camera |
struct | Color |
Represents an RGBA color as four floats between 0.0 and 1.0. More... | |
class | ColorConverter |
Used to read and write a Color as a json string. More... | |
class | CursorMaterial |
class | CursorRenderer |
class | CutoutStandardMaterial |
class | DynamicArray |
class | DynamicColorArray |
class | DynamicInt32Array |
class | DynamicVector2Array |
class | DynamicVector3Array |
class | DynamicVector4Array |
class | IconMaterial |
interface | IEmissionMaterial |
interface | ITexture |
interface | ITextureInternal |
class | LayeredMaterial |
A special type of material used for composing layered animated faces. More... | |
class | LightingSettings |
class | LineMaterial |
class | LineRenderer |
class | Model |
A resource containing 3D geometry for rendering. More... | |
class | ModelGenerator |
Helper class used to procedurally generate 3D models. More... | |
class | ModelRenderer |
Component that renders a Model using a Material. More... | |
class | ParticleEffect |
A resource describing a particle effect that can have randomized parameters. More... | |
class | ParticleEmitter |
Component that can emit particles from its location. More... | |
class | PreviewBlockMaterial |
class | RenderTexture |
class | ScreenMaterial |
class | Sprite |
class | StandardMaterial |
class | Texture |
class | TextureAtlas |
class | ThumbnailGenerator |
class | TransparentBlockMaterial |
class | TransparentStandardMaterial |
Typedefs | |
using | UMaterial = UnityEngine.Material |
using | UCamera = UnityEngine.Camera |
using | UColor = UnityEngine.Color |
using | Component = Entities.Component |
using | UTexture = UnityEngine.Texture |
using | URenderTexture = UnityEngine.RenderTexture |
Enumerations | |
enum | PrimitiveType { PrimitiveType.Triangles = MeshTopology.Triangles, PrimitiveType.Quads = MeshTopology.Quads } |
Enumeration of model face types. More... | |
enum | ParticleRenderMode { ParticleRenderMode.Billboard = ParticleSystemRenderMode.Billboard, ParticleRenderMode.Stretch = ParticleSystemRenderMode.Stretch } |
enum | RenderTextureFormat { RenderTextureFormat.Argb32 = UnityEngine.RenderTextureFormat.ARGB32 } |
enum | DepthFormat { DepthFormat.None = 0, DepthFormat.Depth16 = 16, DepthFormat.Depth16Stencil8 = 24 } |
enum | TextureFormat { TextureFormat.Rgb24 = UnityEngine.TextureFormat.RGB24, TextureFormat.Argb32 = UnityEngine.TextureFormat.ARGB32 } |
enum | TextureOrientation { TextureOrientation.Default = 0, TextureOrientation.Clockwise = 1, TextureOrientation.UpsideDown = 2, TextureOrientation.AntiClockwise = 3 } |
enum | TargetImageType { TargetImageType.Thumbnail, TargetImageType.Preview } |
Functions | |
delegate void | WorldLightingChangedHanlder (LightingSettings lighting) |
using Chunks.Graphics.Component = typedef Entities.Component |
using Chunks.Graphics.UCamera = typedef UnityEngine.Camera |
typedef UnityEngine Color Chunks.Graphics.UColor |
typedef UnityEngine Material Chunks.Graphics.UMaterial |
using Chunks.Graphics.URenderTexture = typedef UnityEngine.RenderTexture |
typedef UnityEngine Texture Chunks.Graphics.UTexture |
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delegate void Chunks.Graphics.WorldLightingChangedHanlder | ( | LightingSettings | lighting | ) |