---@meta -- --The virtual texturing system. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.System: object -- --Request all avalable mips. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field AllMips int ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.System = {} -- --Update the virtual texturing system. -- ---@source UnityEngine.VirtualTexturingModule.dll function CS.UnityEngine.Rendering.VirtualTexturing.System:Update() end ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.EditorHelpers: object ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.EditorHelpers = {} ---@source UnityEngine.VirtualTexturingModule.dll ---@param textures UnityEngine.Texture[] ---@param errorMessage string ---@return Boolean function CS.UnityEngine.Rendering.VirtualTexturing.EditorHelpers:ValidateTextureStack(textures, errorMessage) end ---@source UnityEngine.VirtualTexturingModule.dll function CS.UnityEngine.Rendering.VirtualTexturing.EditorHelpers:QuerySupportedFormats() end ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.Debugging: object ---@source UnityEngine.VirtualTexturingModule.dll ---@field debugTilesEnabled bool ---@source UnityEngine.VirtualTexturingModule.dll ---@field resolvingEnabled bool ---@source UnityEngine.VirtualTexturingModule.dll ---@field flushEveryTickEnabled bool ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.Debugging = {} ---@source UnityEngine.VirtualTexturingModule.dll ---@return Int32 function CS.UnityEngine.Rendering.VirtualTexturing.Debugging:GetNumHandles() end ---@source UnityEngine.VirtualTexturingModule.dll ---@param debugHandle UnityEngine.Rendering.VirtualTexturing.Debugging.Handle ---@param index int function CS.UnityEngine.Rendering.VirtualTexturing.Debugging:GrabHandleInfo(debugHandle, index) end ---@source UnityEngine.VirtualTexturingModule.dll ---@return String function CS.UnityEngine.Rendering.VirtualTexturing.Debugging:GetInfoDump() end ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.Handle: System.ValueType ---@source UnityEngine.VirtualTexturingModule.dll ---@field handle long ---@source UnityEngine.VirtualTexturingModule.dll ---@field group string ---@source UnityEngine.VirtualTexturingModule.dll ---@field name string ---@source UnityEngine.VirtualTexturingModule.dll ---@field numLayers int ---@source UnityEngine.VirtualTexturingModule.dll ---@field material UnityEngine.Material ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.Handle = {} -- --Class responsable for virtual texturing feedback analysis. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.Resolver: object -- --Width of the texture that the internal buffers can hold. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field CurrentWidth int -- -->Height of the texture that the internal buffers can hold. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field CurrentHeight int ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.Resolver = {} -- --Disposes this object. -- ---@source UnityEngine.VirtualTexturingModule.dll function CS.UnityEngine.Rendering.VirtualTexturing.Resolver.Dispose() end -- --Update the internal buffers. -- --```plaintext --Params: width - Width of the texture passed in during Process. -- height - Height of the texture passed in during Process. -- --``` -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param width int ---@param height int function CS.UnityEngine.Rendering.VirtualTexturing.Resolver.UpdateSize(width, height) end -- --Process the passed in feedback texture. -- --```plaintext --Params: cmd - The commandbuffer used to schedule processing. -- rt - Texture containing the feedback data. -- x - X position of the subrect that is processed. -- width - Width of the subrect that is processed. -- y - Y position of the subrect that is processed. -- height - Height of the subrect that is processed. -- mip - Miplevel of the texture to process. -- slice - Arrayslice of the texture to process. -- --``` -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param cmd UnityEngine.Rendering.CommandBuffer ---@param rt UnityEngine.Rendering.RenderTargetIdentifier function CS.UnityEngine.Rendering.VirtualTexturing.Resolver.Process(cmd, rt) end -- --Process the passed in feedback texture. -- --```plaintext --Params: cmd - The commandbuffer used to schedule processing. -- rt - Texture containing the feedback data. -- x - X position of the subrect that is processed. -- width - Width of the subrect that is processed. -- y - Y position of the subrect that is processed. -- height - Height of the subrect that is processed. -- mip - Miplevel of the texture to process. -- slice - Arrayslice of the texture to process. -- --``` -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param cmd UnityEngine.Rendering.CommandBuffer ---@param rt UnityEngine.Rendering.RenderTargetIdentifier ---@param x int ---@param width int ---@param y int ---@param height int ---@param mip int ---@param slice int function CS.UnityEngine.Rendering.VirtualTexturing.Resolver.Process(cmd, rt, x, width, y, height, mip, slice) end -- --Settings for a virtual texturing GPU cache. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting: System.ValueType -- --Format of the cache these settings are applied to. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field format UnityEngine.Experimental.Rendering.GraphicsFormat -- --Size in MegaBytes of the cache created with these settings. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field sizeInMegaBytes uint ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting = {} -- --Filtering modes available in the virtual texturing system. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.FilterMode: System.Enum -- --Bilinear filtering. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field Bilinear UnityEngine.Rendering.VirtualTexturing.FilterMode -- --Trilinear filtering. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field Trilinear UnityEngine.Rendering.VirtualTexturing.FilterMode ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.FilterMode = {} ---@source ---@param value any ---@return UnityEngine.Rendering.VirtualTexturing.FilterMode function CS.UnityEngine.Rendering.VirtualTexturing.FilterMode:__CastFrom(value) end -- --Static class representing the Streaming Virtual Texturing system. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.Streaming: object ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.Streaming = {} -- --Make a rectangle in UV space resident for a given Virtual Texture Stack. -- --```plaintext --Params: mat - The Material that contains the Virtual Texture Stack. The Virtual Texture Stacks contained in a Material are declared in the Material's Shader. -- stackNameId - The unique identifier for the name of the Virtual Texture Stack, as declared in the Shader. To find the identifier for a given Shader property name, use Shader.PropertyToID. -- r - The rectangle in 0-1 UV space to make resident. Anything outside the [ 0...1 [ x [ 0...1 [ rectangle will be silently ignored. -- mipMap - The mip level to make resident. Mips are numbered from 0 (= full resolution) to n (= lowest resolution) where n is the mipmap level what is a single tile in size. Requesting invalid mips is silently ignored. -- numMips - The number of mip levels starting from 'mipMap' to make resident. Requesting invalid mips is silently ignored. -- --``` -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param mat UnityEngine.Material ---@param stackNameId int ---@param r UnityEngine.Rect ---@param mipMap int ---@param numMips int function CS.UnityEngine.Rendering.VirtualTexturing.Streaming:RequestRegion(mat, stackNameId, r, mipMap, numMips) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param mat UnityEngine.Material ---@param stackNameId int ---@param width int ---@param height int function CS.UnityEngine.Rendering.VirtualTexturing.Streaming:GetTextureStackSize(mat, stackNameId, width, height) end -- --Sets the CPU cache size (in MegaBytes) used by Streaming Virtual Texturing. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param sizeInMegabytes int function CS.UnityEngine.Rendering.VirtualTexturing.Streaming:SetCPUCacheSize(sizeInMegabytes) end -- --Sets the GPU cache settings used by Streaming Virtual Texturing. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param cacheSettings UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting[] function CS.UnityEngine.Rendering.VirtualTexturing.Streaming:SetGPUCacheSettings(cacheSettings) end -- --Static class representing the Procedural Virtual Texturing system. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.Procedural: object ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.Procedural = {} -- --Sets the Procedural Virtual Texturing CPU cache size (in MegaBytes). -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param sizeInMegabytes int function CS.UnityEngine.Rendering.VirtualTexturing.Procedural:SetCPUCacheSize(sizeInMegabytes) end -- --The size of the CPU caches. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@return Int32 function CS.UnityEngine.Rendering.VirtualTexturing.Procedural:GetCPUCacheSize() end -- --Sets the Procedural Virtual Texturing GPU cache settings. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param cacheSettings UnityEngine.Rendering.VirtualTexturing.GPUCacheSetting[] function CS.UnityEngine.Rendering.VirtualTexturing.Procedural:SetGPUCacheSettings(cacheSettings) end -- --An array of GPU cache settings. -- ---@source UnityEngine.VirtualTexturingModule.dll function CS.UnityEngine.Rendering.VirtualTexturing.Procedural:GetGPUCacheSettings() end -- --Struct that contains all parameters required to create a ProceduralTextureStack. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.CreationParameters: System.ValueType -- --Internal limit of maximum number of layers. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field MaxNumLayers int -- --Internal limit on maximum number of requests per frame. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field MaxRequestsPerFrameSupported int -- --Width of the virtual UV space the stack has. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field width int -- --Height of the virtual UV space the stack has. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field height int -- --How many request do you plan on processing each frame. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field maxActiveRequests int -- --Size of a single tile inside the stack. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field tilesize int -- --The layers this stack contains. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field layers UnityEngine.Experimental.Rendering.GraphicsFormat[] -- --Filtering mode that will be used when sampling this PVT stack. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field filterMode UnityEngine.Rendering.VirtualTexturing.FilterMode ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.CreationParameters = {} -- --Handle for a (CPUTextureStackRequestParameters|CPU or GPUTextureStackRequestParameters|GPU) TextureStackRequest. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle: System.ValueType ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle = {} ---@source UnityEngine.VirtualTexturingModule.dll ---@param h1 UnityEngine.Rendering.VirtualTexturing.Procedural.TextureStackRequestHandle ---@param h2 UnityEngine.Rendering.VirtualTexturing.Procedural.TextureStackRequestHandle ---@return Boolean function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle:op_Inequality(h1, h2) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param obj object ---@return Boolean function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle.Equals(obj) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param other UnityEngine.Rendering.VirtualTexturing.Procedural.TextureStackRequestHandle ---@return Boolean function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle.Equals(other) end ---@source UnityEngine.VirtualTexturingModule.dll ---@return Int32 function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle.GetHashCode() end ---@source UnityEngine.VirtualTexturingModule.dll ---@param h1 UnityEngine.Rendering.VirtualTexturing.Procedural.TextureStackRequestHandle ---@param h2 UnityEngine.Rendering.VirtualTexturing.Procedural.TextureStackRequestHandle ---@return Boolean function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle:op_Equality(h1, h2) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param status UnityEngine.Rendering.VirtualTexturing.Procedural.RequestStatus function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle.CompleteRequest(status) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param status UnityEngine.Rendering.VirtualTexturing.Procedural.RequestStatus ---@param fenceBuffer UnityEngine.Rendering.CommandBuffer function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle.CompleteRequest(status, fenceBuffer) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param requestHandles Unity.Collections.NativeSlice> ---@param status Unity.Collections.NativeSlice function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle:CompleteRequests(requestHandles, status) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param requestHandles Unity.Collections.NativeSlice> ---@param status Unity.Collections.NativeSlice ---@param fenceBuffer UnityEngine.Rendering.CommandBuffer function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle:CompleteRequests(requestHandles, status, fenceBuffer) end ---@source UnityEngine.VirtualTexturingModule.dll ---@return T function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle.GetRequestParameters() end ---@source UnityEngine.VirtualTexturingModule.dll ---@param handles Unity.Collections.NativeSlice> ---@param requests Unity.Collections.NativeSlice function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackRequestHandle:GetRequestParameters(handles, requests) end -- --Per-layer properties of a request. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.GPUTextureStackRequestLayerParameters: System.ValueType -- --X offset inside the destination RenderTexture. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field destX int -- --Y offset inside the destination RenderTexture. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field destY int -- --RenderTarget where the tile should be generated on. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field dest UnityEngine.Rendering.RenderTargetIdentifier ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.GPUTextureStackRequestLayerParameters = {} -- --Gets the width of the RenderTexture asociated with the request. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@return Int32 function CS.UnityEngine.Rendering.VirtualTexturing.GPUTextureStackRequestLayerParameters.GetWidth() end -- --Gets the height of the RenderTexture asociated with the request. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@return Int32 function CS.UnityEngine.Rendering.VirtualTexturing.GPUTextureStackRequestLayerParameters.GetHeight() end -- --Per-layer properties of a ProceduralTextureRequest. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.CPUTextureStackRequestLayerParameters: System.ValueType -- --Datasize (in bytes) of a single scanline of the tile data for this layer. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field scanlineSize int -- --Datasize (in bytes) of a single scanline of the tile's lower-resolution mip data for this layer, used for trilinear filtering. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field mipScanlineSize int -- --Indicates that this request needs both the actual tile data as well as the corresponding data at the next lower-resolution mip. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field requiresCachedMip bool ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.CPUTextureStackRequestLayerParameters = {} ---@source UnityEngine.VirtualTexturingModule.dll ---@return NativeArray function CS.UnityEngine.Rendering.VirtualTexturing.CPUTextureStackRequestLayerParameters.GetData() end ---@source UnityEngine.VirtualTexturingModule.dll ---@return NativeArray function CS.UnityEngine.Rendering.VirtualTexturing.CPUTextureStackRequestLayerParameters.GetMipData() end -- --A single procedural virtual texture tile generation request, to be filled in GPU memory. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.GPUTextureStackRequestParameters: System.ValueType -- --Miplevel of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field level int -- --X offset of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field x int -- --Y offset of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field y int -- --Width of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field width int -- --Height of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field height int -- --Number of layers inside the request. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field numLayers int ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.GPUTextureStackRequestParameters = {} -- --Properties of the requested layer. -- --```plaintext --Params: index - Layer index. -- --``` -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param index int ---@return GPUTextureStackRequestLayerParameters function CS.UnityEngine.Rendering.VirtualTexturing.GPUTextureStackRequestParameters.GetLayer(index) end -- --A single procedural virtual texture tile generation request, to be filled in CPU memory. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.CPUTextureStackRequestParameters: System.ValueType -- --Miplevel of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field level int -- --X offset of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field x int -- --Y offset of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field y int -- --Width of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field width int -- --Height of the requested rectangle. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field height int -- --Number of layers inside the request. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field numLayers int ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.CPUTextureStackRequestParameters = {} -- --Properties of the requested layer. -- --```plaintext --Params: index - Layer index. -- --``` -- ---@source UnityEngine.VirtualTexturingModule.dll ---@param index int ---@return CPUTextureStackRequestLayerParameters function CS.UnityEngine.Rendering.VirtualTexturing.CPUTextureStackRequestParameters.GetLayer(index) end -- --The status that can be given to a request. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.RequestStatus: System.Enum -- --No data is provided and the VT system should fall back to a lower resolution. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field Dropped UnityEngine.Rendering.VirtualTexturing.Procedural.RequestStatus -- --Data is filled in properly and can be used by the VT system. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@field Generated UnityEngine.Rendering.VirtualTexturing.Procedural.RequestStatus ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.RequestStatus = {} ---@source ---@param value any ---@return UnityEngine.Rendering.VirtualTexturing.Procedural.RequestStatus function CS.UnityEngine.Rendering.VirtualTexturing.RequestStatus:__CastFrom(value) end -- --Procedural virtual texturing stack. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.TextureStackBase: object ---@source UnityEngine.VirtualTexturingModule.dll ---@field borderSize int ---@source UnityEngine.VirtualTexturingModule.dll ---@field AllMips int ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase = {} ---@source UnityEngine.VirtualTexturingModule.dll ---@param requestHandles Unity.Collections.NativeSlice> ---@return Int32 function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.PopRequests(requestHandles) end ---@source UnityEngine.VirtualTexturingModule.dll ---@return Boolean function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.IsValid() end ---@source UnityEngine.VirtualTexturingModule.dll function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.Dispose() end ---@source UnityEngine.VirtualTexturingModule.dll ---@param mpb UnityEngine.MaterialPropertyBlock function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.BindToMaterialPropertyBlock(mpb) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param mat UnityEngine.Material function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.BindToMaterial(mat) end ---@source UnityEngine.VirtualTexturingModule.dll function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.BindGlobally() end ---@source UnityEngine.VirtualTexturingModule.dll ---@param r UnityEngine.Rect ---@param mipMap int ---@param numMips int function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.RequestRegion(r, mipMap, numMips) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param r UnityEngine.Rect ---@param mipMap int ---@param numMips int function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.InvalidateRegion(r, mipMap, numMips) end ---@source UnityEngine.VirtualTexturingModule.dll ---@param r UnityEngine.Rect ---@param mipMap int ---@param numMips int function CS.UnityEngine.Rendering.VirtualTexturing.TextureStackBase.EvictRegion(r, mipMap, numMips) end -- --Procedural virtual texturing stack where request data resides in GPU memory. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.GPUTextureStack: UnityEngine.Rendering.VirtualTexturing.Procedural.TextureStackBase ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.GPUTextureStack = {} -- --Procedural virtual texturing stack where request data resides in CPU memory. -- ---@source UnityEngine.VirtualTexturingModule.dll ---@class UnityEngine.Rendering.VirtualTexturing.CPUTextureStack: UnityEngine.Rendering.VirtualTexturing.Procedural.TextureStackBase ---@source UnityEngine.VirtualTexturingModule.dll CS.UnityEngine.Rendering.VirtualTexturing.CPUTextureStack = {}