class in UnityEngine/Inherits from: Component
A component that will render to the screen after all normal rendering has completed when attached to a Canvas. Designed for GUI application.
当你添加画布时用于所有正常渲染完成之后渲染屏幕的组件。设计用于GUI应用。
See Also:Canvas.
absoluteDepth | Depth of the renderer realitive to the root canvas. 相对于根画布的渲染器的深度。 |
cull | Indicates whether geometry emitted by this rendered is ignored. 表明是否忽略被渲染的几何体。 |
hasMoved | True if any change has occured that would invalidate the positions of generated geometry. 如果发生任何改变,几何体的位置可能是无效的,返回true。 |
hasPopInstruction | Enable 'render stack' pop draw call. 启用 'render stack'出栈绘制调用。 |
hasRectClipping | True if rect clipping has been enabled on this renderer. 如果在该渲染中矩形裁剪被启用返回true。 |
materialCount | The number of materials usable by this renderer. 用于该渲染器的材质的数量。 |
popMaterialCount | The number of materials usable by this renderer. Used internally for masking. 用于该渲染器的材质数量。使用于图层蒙版的内部。 |
relativeDepth | Depth of the renderer realative to the parent canvas. 相对于父画布的深度。 |
Clear | Remove all cached vertices. 移除所有的顶点缓存。 |
DisableRectClipping | Disables rectangle clipping for this CanvasRenderer. 该CanvasRenderer禁用矩形裁剪。 |
EnableRectClipping | Enables rect clipping on the CanvasRendered. Geometry outside of the specified rect will be clipped (not rendered). 在CanvasRendered中启用矩形裁剪。指定矩形外的几何图形将会被裁剪(渲染前)。 |
GetAlpha | Get the current alpha of the renderer. 获取当前渲染器的透明度。 |
GetColor | Get the current color of the renderer. 获取当前的渲染器的颜色。 |
GetMaterial | Gets the current Material assigned to the CanvasRenderer. 获取分配给 CanvasRenderer的当前材质。 |
GetPopMaterial | Gets the current Material assigned to the CanvasRenderer. Used internally for masking. 获取分配给CanvasRenderer的当前材质。用于蒙版内部。 |
SetAlpha | Set the alpha of the renderer. Will be multiplied with the UIVertex alpha and the Canvas alpha. 设置渲染的透明度。将会与UIVertex的透明度和Canvas的透明度相乘。 |
SetColor | Set the color of the renderer. Will be multiplied with the UIVertex color and the Canvas color. 设置渲染颜色。将会与UIVertex颜色和Canvas颜色相乘。 |
SetMaterial | Set the material for the canvas renderer. If a texture is specified then it will be used as the 'MainTex' instead of the material's 'MainTex'. 设置画布渲染的材质。如果指定一个材质那么它将用该画布的'MainTex'替代原材质的'MainTex'。 |
SetMesh | Sets the Mesh used by this renderer. 设置该渲染使用的网格。 |
SetPopMaterial | Set the material for the canvas renderer. Used internally for masking. 设置该画布的渲染材质。用于蒙版内部。 |
SetTexture | Sets the texture used by this renderer's material. 设置该渲染器的材质的贴图。 |
AddUIVertexStream | Take the Vertex steam and split it corrisponding arrays (positions, colors, uv0s, uv1s, normals and tangents). 获得顶点流和分离它对应的数组(位置,颜色, uv0s, uv1s,法线和切线)。 |
CreateUIVertexStream | Convert a set of vertex components into a stream of UIVertex. 将顶点组件转换为UIVertex流数据。 |
SplitUIVertexStreams | Given a list of UIVertex, split the stream into it's component types. 给定 UIVertex列表,组件类型分离它的数据流。 |