class SceneObject.SceneObjectFlagAccessor
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public bool CastShadows { get; set; }
Whether this scene object should cast shadows.
public bool ExcludeGameLayer { get; set; }
Don't render in the opaque/translucent game passes. This is useful when you want to only render in the Bloom layer, rather than additionally to it.
public bool NeedsEnvironmentMap { get; set; }
True if this object needs cubemap information
public bool WantsFrameBufferCopy { get; set; }
Automatically sets the "FrameBufferCopyTexture" attribute within the material. This does the same thing as Render.CopyFrameBuffer(); except automatically if the pass allows for it.
public bool IncludeInCubemap { get; set; }
Draw this in cubemaps
public bool IsOpaque { get; set; }
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public bool IsTranslucent { get; set; }
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public bool IsDecal { get; set; }
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public bool OverlayLayer { get; set; }
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public bool ViewModelLayer { get; set; }
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public bool SkyBoxLayer { get; set; }
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public bool NeedsLightProbe { get; set; }
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public int GetHashCode( )
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