Table of Contents

Class PostProcess

Namespace
Gamelogic.Fx.BuiltIn.PostProcessing
Assembly
Gamelogic.Fx.BuiltIn.dll

The base class for all post process effects.

public abstract class PostProcess : GLMonoBehaviour
Inheritance
GLMonoBehaviour
PostProcess
Derived
PostProcess<TShaderProperties>
Inherited Members
GLMonoBehaviour.FindObjectsOfInterface<TInterface>()
GLMonoBehaviour.FindRequiredObjectOfType<T>()
GLMonoBehaviour.GetRequiredComponent<T>()
GLMonoBehaviour.GetRequiredComponentInChildren<T>()
MonoBehaviour.IsInvoking()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.runInEditMode
Component.GetComponent<T>()
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentsInParent<T>()
Component.GetComponentIndex()
Component.transform
Component.gameObject
Component.tag
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, InstantiateParameters)
Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.name
Object.hideFlags

Remarks

Properties

BaseProperties

The shader properties for this post process, as the non-generic base type.

public abstract ShaderProperties BaseProperties { get; }

Property Value

ShaderProperties

Remarks

Lets editor tooling (for example the shader variant collector) work with any PostProcess<TShaderProperties> without needing a case per concrete effect type.