|
Chunks
Moddable voxel sandbox for room-scale VR.
|
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 |
|
strong |
|
strong |
|
strong |
|
strong |
|
strong |
|
strong |
|
strong |
| delegate void Chunks.Graphics.WorldLightingChangedHanlder | ( | LightingSettings | lighting | ) |
1.8.10