The binding type enums of the property
Gets the binding with handle
Gets the binding type of the property with handle
Gets the type of member in uniform buffer object with the handle
Destroy the current pass.
Gets the uniform binding with its name
The name of target uniform
Get the handle of a UBO member, or specific channels of it.
Name of the target UBO member.
Channel offset into the member.
Target type of the handle, i.e. the type of data when read/write to it.
Gets the shader variant of the current pass and given macro patches
The macro patches
Gets a uniform's value.
The handle for the target uniform
The output property to store the result
Initialize the pass with given pass info, shader will be compiled in the init process
Override all pipeline states with the given pass override info.
The original pass info
Resets the value of the given texture by name to the default value in EffectAsset.
Resets all textures and samplers to the default values in EffectAsset
Resets all uniform buffer objects to the default values in EffectAsset
Resets the value of the given uniform by name to the default value in EffectAsset. This method does not support array type uniform.
Sets the dynamic pipeline state property at runtime
Target dynamic state
Target value
Sets a vector type uniform value, if a uniform requires frequent update, please use this method.
The handle for the target uniform
New value
Sets an array type uniform value, if a uniform requires frequent update, please use this method.
The handle for the target uniform
New value
Try to compile the shader and retrieve related resources references.
Update the current uniforms data.
Fill a pass represented by the given pass handle with the given override info
The pass override info
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Render pass, store actual resources for the rendering process