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static PokethroughPreventionMode | GetPokethroughPreventionMode () |
| Whether pokethrough prevention mode is enabled
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static void | SetPokethroughPreventionMode (PokethroughPreventionMode mode) |
| Set whether pokethrough prevention mode is enabled More...
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static void | ToggleDecalsUseNormals (bool enabled) |
| Set whether decals will use normals More...
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static bool | GetDecalsUseNormals () |
| Whether decals will use normals
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static bool | IsSRP (bool refresh=false) |
| Whether we are using the SRP rendering pipeline
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static bool | IsHDRP (bool refresh=false) |
| Whether we are using the HDRP rendering pipeline
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static bool | IsURP (bool refresh=false) |
| Whether we are using the URP rendering pipeline
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static bool | IsLegacyPipeline (bool refresh=false) |
| Whether we are using the builtin/legacy render pipeline More...
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static bool | IsBuiltinRenderPipeline (bool refresh=false) |
| Whether we are using the builtin/legacy render pipeline More...
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static string | GetRenderPipeline () |
| Returns the unity render pipeline name or null Examples: UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline
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static void | ToggleShaderSwapToHDRP (bool enable) |
| Set whether we should swap shaders to use HDRP More...
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static bool | ShouldReplaceShaderWithHDRP () |
| Whether we should swap shaders to use HDRP
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static void | ToggleShaderSwapToURP (bool enable) |
| Set whether we should swap shaders to use URP More...
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static bool | ShouldReplaceShaderWithURP () |
| Whether we should swap shaders to use URP
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static void | ForceIsMobile (bool isMobile) |
| This is a public override that can be used to FORCE the mobile boolean You should AVOID using this unless you have to (due to compile/editor type issues) More...
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static bool | GPUSupportsPowerVR () |
| Whether this GPU supports the PowerVR texture format
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static bool | GPUSupportsETC2 () |
| Whether this GPU supports the ETC2 texture format
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static bool | GPUSupportsETC1 () |
| Whether this GPU supports the ETC2 texture format
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static bool | GPUSupportsDXT5 () |
| Whether this GPU supports the ETC2 texture format
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static bool | GPUSupportsDXT1 () |
| Whether this GPU supports the ETC2 texture format
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static bool | GPUSupportsASTC () |
| True if the GPU supports ASTC texture formats More...
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static bool | GPUSupportsBC7 () |
| True if the GPU supports BC7 texture formats More...
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static bool | SupportsRuntimeCompression () |
| Do we support compression of the texture on the fly, this is typically only allowed on DXT as this is a quick compression format
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static int | GPUMaxTextureSize () |
| What is the maximum width or height supported in pixels, eg: 2048 (desktops are usually 4k or 8k)
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static bool | GPUSupportsR8 () |
| Whether this GPU supports the R8 render texture format
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static bool | SupportsComputeShaders () |
| Whether this platform supports compute shaders
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static void | ToggleSupportsComputeShaders (bool enabled) |
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static bool | SupportsConvertTexture () |
| Whether this platform supports the Graphics.ConvertTexture function
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static bool | SupportsCopyTexture () |
| Whether this platform supports copying a texture in the gpu to the gpu (much faster then blitting to cpu back to gpu) NOTE: currently this is disabled for all platforms that are not windows
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static bool | SupportsCopyTextureRTToTexture () |
| Does this system support CopyTexture between a render texture using RT to texture2D? Most DX11+ systems will support this, if we have support we can more efficiently copy between a gpu to cpu texture
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static bool | SupportsCopyTextureDifferentTypes () |
| Does this system support CopyTexture between a render texture not using RT to texture2D? Most DX11+ systems will support this, if we have support we can more efficiently copy between a gpu to cpu texture
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static bool | SupportsFastTextureIsReadable (bool refresh=false) |
| Does this version of unity support Texture2D.isReadable flag This was added in version 2018.3 NOTE: this check is compile time dependent (at time of Astra compilation) More...
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static void | ToggleFastTextureIsReadable (bool flag) |
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static bool | IsMobile () |
| Whether this is targetting a mobile platform NOTE: returns true for tablets as well NOTE: this only returns TRUE if the ACTIVE RUNNING PLATFORM is mobile which means if you're in editor this will always be false regardless of build target but when you run your build on a phone it will return true
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static bool | isIOS () |
| Whether this is running on an iOS platform
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static PREFERRED_TEXTURE_FORMAT | GetPreferredTextureFormat () |
| Return the preferred render format for this platform
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static int | GetPreferredTextureMaxSize () |
| What is the preferred max texture resoultion we want to use Returns the single dimension in powers of 2 for tex size, returns 0 if no preferrence More...
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static void | OverridePreferredTextureMaxSize (int preferredTextureMaxSize) |
| Override the setting for maximum texture size. This is normally set by the memory constraints of your player or what platform you are on, but you can override that setting here More...
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static void | OverridePreferredTextureCompression (PREFERRED_TEXTURE_FORMAT preferredTextureFormat) |
| Override the setting for texture format. This is normally set by the device constraints of your player or what platform you are on, but you can override that setting here More...
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static int | GetPreferredTextureMaskMaxSize () |
| When using simple mask textures (like alpha injection) what size do we want to use?
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static int | GetPreferredTextureDecalMaxSize () |
| When using decal textures, what size do we want to use?
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static int | GetPreferredTextureThumbnailMaxSize () |
| When using thumbnail textures, what size do we want to use
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static int | GetPreferredSlabIconSize () |
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static void | PreferDynamicTextureCompression (bool enable) |
| Should dynamic textures (eg: alpha injection, decals, etc) be compressed By enabling true, you will currently take a 2x 5-10ms hit per texture More...
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static bool | GetPreferredDynamicTextureCompression () |
| For textures like alpha injection masks and computed decals, should those be compressed This is typically turned off for VR applications as runtime compression introduces frame drop (until we add our own GetPixels and compression library)
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static bool | GetSupportsPackedMesh () |
| Whether this platform supports packing a mesh
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static bool | SetSupportsPackedMesh (bool enable) |
| Set whether this platform should support packing a mesh More...
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static bool | IsIL2CPP () |
| Guess if we are running on IL2CPP vs mono More...
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static bool | UseDelegatesFromC () |
| Should we use delegates during calls to our C APU (such as progress updates) More...
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static void | ToggleUseDelegatesFromC (bool enabled) |
| Manually override if we want to use progress delegates More...
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static bool | IsDebuggerAttached () |
| Tells us if we have a debugger attached (managed or unmanaged handling) More...
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