UnityEngine.Renderer
class UnityEngine.Renderer
Fields and Properties:
- UnityEngine.Vector4 lightmapTilingOffset
 - UnityEngine.Transform lightProbeAnchor
 - bool castShadows
 - bool motionVectors
 - bool useLightProbes
 - UnityEngine.Bounds bounds
 - bool enabled
 - bool isVisible
 - UnityEngine.Rendering.ShadowCastingMode shadowCastingMode
 - bool receiveShadows
 - bool forceRenderingOff
 - UnityEngine.MotionVectorGenerationMode motionVectorGenerationMode
 - UnityEngine.Rendering.LightProbeUsage lightProbeUsage
 - UnityEngine.Rendering.ReflectionProbeUsage reflectionProbeUsage
 - uint renderingLayerMask
 - int rendererPriority
 - UnityEngine.Experimental.Rendering.RayTracingMode rayTracingMode
 - string sortingLayerName
 - int sortingLayerID
 - int sortingOrder
 - bool allowOcclusionWhenDynamic
 - bool isPartOfStaticBatch
 - UnityEngine.Matrix4x4 worldToLocalMatrix
 - UnityEngine.Matrix4x4 localToWorldMatrix
 - UnityEngine.GameObject lightProbeProxyVolumeOverride
 - UnityEngine.Transform probeAnchor
 - int lightmapIndex
 - int realtimeLightmapIndex
 - UnityEngine.Vector4 lightmapScaleOffset
 - UnityEngine.Vector4 realtimeLightmapScaleOffset
 - UnityEngine.Material[] materials
 - UnityEngine.Material material
 - UnityEngine.Material sharedMaterial
 - UnityEngine.Material[] sharedMaterials
 
Constructors:
- UnityEngine.Renderer.New()
 
Methods:
- bool HasPropertyBlock()
 - void SetPropertyBlock(UnityEngine.MaterialPropertyBlock)
 - void SetPropertyBlock(UnityEngine.MaterialPropertyBlock, int)
 - void GetPropertyBlock(UnityEngine.MaterialPropertyBlock)
 - void GetPropertyBlock(UnityEngine.MaterialPropertyBlock, int)
 - void GetMaterials(
System.Collections.Generic.List<UnityEngine.Material>) - void GetSharedMaterials(
System.Collections.Generic.List<UnityEngine.Material>) - void GetClosestReflectionProbes(
System.Collections.Generic.List<UnityEngine.Rendering.ReflectionProbeBlendInfo>)