public sealed struct Editor.EditorUtility.AssemblyMetadata.Attribute
Related Guides
Broader workflow and conceptual references connected to this API.
Attributes are the bridge to pass information around the CPU to the GPU, like Variables, Textures or entire Buffers.
The fancy new way to do things in Vulkan / DX12 is bindless. This removes the limitations of the binding model allowing you to have access to far more textures and other resources within a shader and the ability to sample them from a dynamically provided identifier from buffers, vertex input, etc.
s&box has a [CodeGenerator] attribute that you can use to decorate another attribute specifically for use with methods and properties. It lets you wrap methods and properties to perform some other action when the method is called or the property is set or to return a different value when the property is read.
To make a post process shader you should derive from BasePostProcess<T>. This makes it easier to make a component that will be able to blend from multiple others.
The FilmGrain component adds simulated film-style grain to the camera output. It's purely visual โ it does not affect gameplay or lighting โ and is intended to add texture, grit or stylistic noise to the final image.
If you want to access lighting information directly you can use this.
Constructors
Showing 1 constructors
public Attribute(Mono.Cecil.CustomAttribute x)
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Properties
Showing 3 properties
public object[] Editor.EditorUtility.AssemblyMetadata.Attribute.Arguments { get; set; }
public string Editor.EditorUtility.AssemblyMetadata.Attribute.AttributeFullName { get; set; }
public string Editor.EditorUtility.AssemblyMetadata.Attribute.AttributeType { get; set; }
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Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.Tools |
| Doc ID | T:Editor.EditorUtility.AssemblyMetadata.Attribute |