The parent pass
Prepare to change states of the pass and do not notify the material to rebuild the pipeline state object
Bind a GFXSampler the the given uniform binding
The binding for target uniform of sampler type
Target sampler
Bind a GFXTexture the the given uniform binding
The binding for target uniform of texture type
Target texture
Destroy the current pass.
End the silent states changing process, all state changes will be notified.
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 pipeline states with the given pass override info. This won't affect the original pass
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
Update the current uniforms data.
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A pass instance defines an variant version of the Pass