void PQSMod_MeshScatter.AddScatterMeshController |
( |
PQ |
quad | ) |
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inline |
MeshFilter PQSMod_MeshScatter.AssignScatterMesh |
( |
PQ |
quad, |
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int |
seed, |
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int |
count |
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) |
| |
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inline |
override void PQSMod_MeshScatter.OnQuadBuilt |
( |
PQ |
quad | ) |
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inlinevirtual |
override void PQSMod_MeshScatter.OnSetup |
( |
| ) |
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inlinevirtual |
static Vector3 PQSMod_MeshScatter.RandomRange |
( |
Vector3 |
min, |
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|
Vector3 |
max |
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) |
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inlinestatic |
void PQSMod_MeshScatter.UnassignScatterMesh |
( |
MeshFilter |
mf | ) |
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inline |
Color PQSMod_MeshScatter.baseColor |
Mesh PQSMod_MeshScatter.baseMesh |
List<MeshFilter> PQSMod_MeshScatter.cacheAssigned |
int PQSMod_MeshScatter.cacheAssignedCount |
List<MeshFilter> PQSMod_MeshScatter.cacheUnassigned |
int PQSMod_MeshScatter.cacheUnassignedCount |
bool PQSMod_MeshScatter.castShadows |
float PQSMod_MeshScatter.countPerSqM |
Material PQSMod_MeshScatter.material |
int PQSMod_MeshScatter.maxCache |
int PQSMod_MeshScatter.maxCacheCount |
Vector3 PQSMod_MeshScatter.maxScale |
int PQSMod_MeshScatter.maxScatter |
Vector3 PQSMod_MeshScatter.minScale |
int PQSMod_MeshScatter.minSubdivision |
Vector3 [] PQSMod_MeshScatter.normals |
Vector3 [] PQSMod_MeshScatter.normUntrans |
bool PQSMod_MeshScatter.recieveShadows |
Texture2D PQSMod_MeshScatter.scatterMap |
string PQSMod_MeshScatter.scatterName |
GameObject PQSMod_MeshScatter.scatterParent |
int PQSMod_MeshScatter.seed |
int PQSMod_MeshScatter.triStride |
int [] PQSMod_MeshScatter.trisUntrans |
Vector2 [] PQSMod_MeshScatter.uvUntrans |
float PQSMod_MeshScatter.verticalOffset |
Vector3 [] PQSMod_MeshScatter.verts |
int PQSMod_MeshScatter.vertStride |
Vector3 [] PQSMod_MeshScatter.vertsUntrans |
The documentation for this class was generated from the following file: