struct SceneLayerType
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public static SceneLayerType Translucent
Translucent pass. We're rendering translucent objects in depth sorted order, from back to front.
public static SceneLayerType Shadow
Rendering dynamic shadows
public static SceneLayerType EffectsTranslucent
Translucent effects on the 1/4 texture
public static SceneLayerType EffectsOpaque
Opaque effects on the 1/4 texture
public static SceneLayerType DepthPrepass
Depth prepass to reduce overdraw
public static SceneLayerType Opaque
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public static SceneLayerType Unknown
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public int value__
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public Type GetType( )
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public TypeCode GetTypeCode( )
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public string ToString( IFormatProvider provider )
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public string ToString( string format )
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public string ToString( )
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public int CompareTo( object target )
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public int GetHashCode( )
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public bool Equals( object obj )
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public string ToString( string format, IFormatProvider provider )
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public bool HasFlag( Enum flag )
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