new()
ENABLE_COUNT_BUFFER:Bool
ENABLE_CULLING:Bool
ENABLE_DISTANCE_CLIPPING:Bool
ENABLE_LOD:Bool
MAX_MATERIAL_COUNT:Int
MAX_SUB_PART_BUFFER_ELEMENT_COUNT:Int
USING_SUB_PART:Bool
commandBuffer:Buffer
countBuffer:Buffer
frustum:Buffer
instanceData:Buffer
instanceOffsets:Buffer
lodCount:Int
matIndex:Int
matInfos:Buffer
materialCount:Int
maxDistance:Float
radius:Float
startInstanceOffset:Int
subPartCount:Int
subPartInfos:Buffer
@:value(0)read onlypriority:Int = 0
setPriority(v:Int):Void
Shader priority should only be changed before the shader is added to a material.
toString():String