The manager that owns this RenderNode.
The configuration object for this handler.
The SpriteGPULayer object to render.
A matrix used for temporary calculations.
The completed configuration object for this RenderNode. This is defined by the default configuration and the user-defined configuration object.
ReadonlydefaultDefault configuration of this RenderNode.
ReadonlygameThe SpriteGPULayer GameObject this RenderNode is rendering.
ReadonlyinstanceThe instance buffer layout for this RenderNode.
The manager that owns this RenderNode.
The name of the RenderNode.
The program manager used to create and manage shader programs. This contains shader variants.
ReadonlyvertexThe vertex buffer layout for this RenderNode.
This consists of 4 bytes, 0-3, forming corners of a quad instance.
Fill out the configuration object with default values where needed.
The configuration object to complete.
By default this is an empty method hook that you can override and use in your own custom render nodes.
This method is called at the start of the run method.
Don't forget to call it in your custom method.
The context currently in use.
By default this is an empty method hook that you can override and use in your own custom render nodes.
This method is called at the end of the run method.
Don't forget to call it in your custom method.
The context currently in use.
Render a SpriteGPULayer object.
The current drawing context.
Set whether the node should report debug information.
It wraps the run method with additional debug information.
Whether to report debug information.
This RenderNode handles rendering of a single SpriteGPULayer object. A new instance of the RenderNode should be created for each SpriteGPULayer object, as it stores the shader program and vertex buffer data for the object.
It is a Stand Alone Render, meaning that it does not batch. It is best suited to rendering highly complex objects.