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SKShader.xml
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SKShader.xml
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<Type Name="SKShader" FullName="SkiaSharp.SKShader">
<TypeSignature Language="C#" Value="public class SKShader : SkiaSharp.SKObject" />
<TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit SKShader extends SkiaSharp.SKObject" />
<TypeSignature Language="DocId" Value="T:SkiaSharp.SKShader" />
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<Base>
<BaseTypeName>SkiaSharp.SKObject</BaseTypeName>
</Base>
<Interfaces />
<Docs>
<summary>Shaders specify the source color(s) for what is being drawn in the <see cref="T:SkiaSharp.SKPaint" />.</summary>
<remarks>
<format type="text/markdown"><![CDATA[
## Remarks
Shaders specify the source colors for what is being drawn. If a paint has no
shader, then the paint's color is used. If the paint has a shader, then the
shader's colors are used instead, but they are modulated by the paint's alpha.
This makes it easy to create a shader once (for example, bitmap tiling or
gradient) and then change its transparency without having to modify the
original shader, only the paint's alpha needs to be modified.
Shaders are created by calling one of the static "Create" methods.
## Examples
### Linear Gradient Shader Example
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the shader
var colors = new SKColor[] {
new SKColor(0, 0, 255),
new SKColor(0, 255, 0)
};
var shader = SKShader.CreateLinearGradient(
new SKPoint(0, 0),
new SKPoint(255, 255),
colors,
null,
SKShaderTileMode.Clamp);
// use the shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Linear Gradient](~/images/linear.png "Linear Gradient")
### Radial Gradient Shader Example
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the shader
var colors = new SKColor[] {
new SKColor(0, 0, 255),
new SKColor(0, 255, 0)
};
var shader = SKShader.CreateRadialGradient(
new SKPoint(128, 128),
180,
colors,
null,
SKShaderTileMode.Clamp);
// use the shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Radial Gradient](~/images/radial.png "Radial Gradient")
### Two-point Conical Gradient Shader Example
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the shader
var colors = new SKColor[] {
new SKColor(0, 0, 255),
new SKColor(0, 255, 0)
};
var shader = SKShader.CreateTwoPointConicalGradient(
new SKPoint(128, 128),
128,
new SKPoint(128, 16),
16,
colors,
null,
SKShaderTileMode.Clamp);
// use the shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Two-point Conical Gradient](~/images/twopoint.png "Two-point Conical Gradient")
### Sweep Gradient Shader Example
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the shader
var colors = new SKColor[] {
new SKColor(0, 255, 255),
new SKColor(255, 0, 255),
new SKColor(255, 255, 0),
new SKColor(0, 255, 255)
};
var shader = SKShader.CreateSweepGradient(
new SKPoint(128, 128),
colors,
null);
// use the shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Sweep Gradient](~/images/sweep.png "Sweep Gradient")
### Fractal Perlin Noise Shader Example
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the shader
var shader = SKShader.CreatePerlinNoiseFractalNoise(0.5f, 0.5f, 4, 0);
// use the shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Fractal Perlin Noise](~/images/fractal-perlin-noise.png "Fractal Perlin Noise")
### Perlin Noise Turbulence Shader Example
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the shader
var shader = SKShader.CreatePerlinNoiseTurbulence(0.05f, 0.05f, 4, 0);
// use the shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Fractal Perlin Noise](~/images/perlin-noise-turbulence.png "Fractal Perlin Noise")
### Compose Shader Example
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the first shader
var colors = new SKColor[] {
new SKColor(0, 255, 255),
new SKColor(255, 0, 255),
new SKColor(255, 255, 0),
new SKColor(0, 255, 255)
};
var sweep = SKShader.CreateSweepGradient(new SKPoint(128, 128), colors, null);
// create the second shader
var turbulence = SKShader.CreatePerlinNoiseTurbulence(0.05f, 0.05f, 4, 0);
// create the compose shader
var shader = SKShader.CreateCompose(sweep, turbulence, SKBlendMode.SrcOver);
// use the compose shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Compose Shader](~/images/compose.png "Compose Shader")
]]></format>
</remarks>
</Docs>
<Members>
<Member MemberName="CreateBitmap">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateBitmap (SkiaSharp.SKBitmap src);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateBitmap(class SkiaSharp.SKBitmap src) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateBitmap(SkiaSharp.SKBitmap)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="src" Type="SkiaSharp.SKBitmap" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="src">The bitmap to use inside the shader.</param>
<summary>Creates a new shader that will draw with the specified bitmap.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks>
<format type="text/markdown"><![CDATA[
## Remarks
If the bitmap cannot be used (has no pixels, or its dimensions exceed
implementation limits) then an empty shader may be returned. If the source
bitmap's color type is <xref:SkiaSharp.SKColorType.Alpha8> then that mask will
be colorized using the color on the paint.
]]></format>
</remarks>
</Docs>
</Member>
<Member MemberName="CreateBitmap">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateBitmap (SkiaSharp.SKBitmap src, SkiaSharp.SKShaderTileMode tmx, SkiaSharp.SKShaderTileMode tmy);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateBitmap(class SkiaSharp.SKBitmap src, valuetype SkiaSharp.SKShaderTileMode tmx, valuetype SkiaSharp.SKShaderTileMode tmy) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateBitmap(SkiaSharp.SKBitmap,SkiaSharp.SKShaderTileMode,SkiaSharp.SKShaderTileMode)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="src" Type="SkiaSharp.SKBitmap" />
<Parameter Name="tmx" Type="SkiaSharp.SKShaderTileMode" />
<Parameter Name="tmy" Type="SkiaSharp.SKShaderTileMode" />
</Parameters>
<Docs>
<param name="src">The bitmap to use inside the shader.</param>
<param name="tmx">The tiling mode to use when sampling the bitmap in the x-direction.</param>
<param name="tmy">The tiling mode to use when sampling the bitmap in the y-direction.</param>
<summary>Creates a new shader that will draw with the specified bitmap.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks>
<format type="text/markdown"><![CDATA[
## Remarks
If the bitmap cannot be used (has no pixels, or its dimensions exceed
implementation limits) then an empty shader may be returned. If the source
bitmap's color type is <xref:SkiaSharp.SKColorType.Alpha8> then that mask will
be colorized using the color on the paint.
]]></format>
</remarks>
</Docs>
</Member>
<Member MemberName="CreateBitmap">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateBitmap (SkiaSharp.SKBitmap src, SkiaSharp.SKShaderTileMode tmx, SkiaSharp.SKShaderTileMode tmy, SkiaSharp.SKMatrix localMatrix);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateBitmap(class SkiaSharp.SKBitmap src, valuetype SkiaSharp.SKShaderTileMode tmx, valuetype SkiaSharp.SKShaderTileMode tmy, valuetype SkiaSharp.SKMatrix localMatrix) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateBitmap(SkiaSharp.SKBitmap,SkiaSharp.SKShaderTileMode,SkiaSharp.SKShaderTileMode,SkiaSharp.SKMatrix)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="src" Type="SkiaSharp.SKBitmap" />
<Parameter Name="tmx" Type="SkiaSharp.SKShaderTileMode" />
<Parameter Name="tmy" Type="SkiaSharp.SKShaderTileMode" />
<Parameter Name="localMatrix" Type="SkiaSharp.SKMatrix" />
</Parameters>
<Docs>
<param name="src">The bitmap to use inside the shader.</param>
<param name="tmx">The tiling mode to use when sampling the bitmap in the x-direction.</param>
<param name="tmy">The tiling mode to use when sampling the bitmap in the y-direction.</param>
<param name="localMatrix">The matrix to apply before applying the shader.</param>
<summary>Creates a new shader that will draw with the specified bitmap.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks>
<format type="text/markdown"><![CDATA[
## Remarks
If the bitmap cannot be used (has no pixels, or its dimensions exceed
implementation limits) then an empty shader may be returned. If the source
bitmap's color type is <xref:SkiaSharp.SKColorType.Alpha8> then that mask will
be colorized using the color on the paint.
]]></format>
</remarks>
</Docs>
</Member>
<Member MemberName="CreateColor">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateColor (SkiaSharp.SKColor color);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateColor(valuetype SkiaSharp.SKColor color) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateColor(SkiaSharp.SKColor)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="color" Type="SkiaSharp.SKColor" />
</Parameters>
<Docs>
<param name="color">The color to paint.</param>
<summary>Creates a new shader that just draws the specified color.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateColor">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateColor (SkiaSharp.SKColorF color, SkiaSharp.SKColorSpace colorspace);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateColor(valuetype SkiaSharp.SKColorF color, class SkiaSharp.SKColorSpace colorspace) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateColor(SkiaSharp.SKColorF,SkiaSharp.SKColorSpace)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="color" Type="SkiaSharp.SKColorF" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colorspace" Type="SkiaSharp.SKColorSpace" Index="1" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="color">The color to paint.</param>
<param name="colorspace">The colorspace to use.</param>
<summary>Creates a new shader that just draws the specified color.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateColorFilter">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateColorFilter (SkiaSharp.SKShader shader, SkiaSharp.SKColorFilter filter);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateColorFilter(class SkiaSharp.SKShader shader, class SkiaSharp.SKColorFilter filter) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateColorFilter(SkiaSharp.SKShader,SkiaSharp.SKColorFilter)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="shader" Type="SkiaSharp.SKShader" />
<Parameter Name="filter" Type="SkiaSharp.SKColorFilter" />
</Parameters>
<Docs>
<param name="shader">The shader to apply.</param>
<param name="filter">The color filter to apply.</param>
<summary>Creates a new shader that produces the same colors as invoking this shader and then applying the color filter.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<MemberGroup MemberName="CreateCompose">
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
</AssemblyInfo>
<Docs>
<remarks>
<format type="text/markdown"><![CDATA[
## Remarks
Create a new compose shader, which combines two shaders by a blend mode.
## Examples
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the first shader
var colors = new SKColor[] {
new SKColor(0, 255, 255),
new SKColor(255, 0, 255),
new SKColor(255, 255, 0),
new SKColor(0, 255, 255)
};
var sweep = SKShader.CreateSweepGradient(new SKPoint(128, 128), colors, null);
// create the second shader
var turbulence = SKShader.CreatePerlinNoiseTurbulence(0.05f, 0.05f, 4, 0);
// create the compose shader
var shader = SKShader.CreateCompose(sweep, turbulence, SKBlendMode.SrcOver);
// use the compose shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Compose Shader](~/images/compose.png "Compose Shader")
]]></format>
</remarks>
</Docs>
</MemberGroup>
<Member MemberName="CreateCompose">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateCompose (SkiaSharp.SKShader shaderA, SkiaSharp.SKShader shaderB);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateCompose(class SkiaSharp.SKShader shaderA, class SkiaSharp.SKShader shaderB) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateCompose(SkiaSharp.SKShader,SkiaSharp.SKShader)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="shaderA" Type="SkiaSharp.SKShader" />
<Parameter Name="shaderB" Type="SkiaSharp.SKShader" />
</Parameters>
<Docs>
<param name="shaderA">The colors from this shader are seen as the destination by the blend mode.</param>
<param name="shaderB">The colors from this shader are seen as the source by the blend mode.</param>
<summary>Create a new compose shader, which combines two shaders by the <see cref="F:SkiaSharp.SKBlendMode.SrcOver" /> blend mode.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateCompose">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateCompose (SkiaSharp.SKShader shaderA, SkiaSharp.SKShader shaderB, SkiaSharp.SKBlendMode mode);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateCompose(class SkiaSharp.SKShader shaderA, class SkiaSharp.SKShader shaderB, valuetype SkiaSharp.SKBlendMode mode) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateCompose(SkiaSharp.SKShader,SkiaSharp.SKShader,SkiaSharp.SKBlendMode)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="shaderA" Type="SkiaSharp.SKShader" />
<Parameter Name="shaderB" Type="SkiaSharp.SKShader" />
<Parameter Name="mode" Type="SkiaSharp.SKBlendMode" />
</Parameters>
<Docs>
<param name="shaderA">The colors from this shader are seen as the destination by the blend mode.</param>
<param name="shaderB">The colors from this shader are seen as the source by the blend mode.</param>
<param name="mode">The blend mode that combines the two shaders.</param>
<summary>Create a new compose shader, which combines two shaders by a blend mode.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateEmpty">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateEmpty ();" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateEmpty() cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateEmpty" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters />
<Docs>
<summary>Creates a new "empty" shader that will not draw anything.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateImage">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateImage (SkiaSharp.SKImage src);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateImage(class SkiaSharp.SKImage src) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateImage(SkiaSharp.SKImage)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="src" Type="SkiaSharp.SKImage" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="src">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="CreateImage">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateImage (SkiaSharp.SKImage src, SkiaSharp.SKShaderTileMode tmx, SkiaSharp.SKShaderTileMode tmy);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateImage(class SkiaSharp.SKImage src, valuetype SkiaSharp.SKShaderTileMode tmx, valuetype SkiaSharp.SKShaderTileMode tmy) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateImage(SkiaSharp.SKImage,SkiaSharp.SKShaderTileMode,SkiaSharp.SKShaderTileMode)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="src" Type="SkiaSharp.SKImage" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="tmx" Type="SkiaSharp.SKShaderTileMode" Index="1" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="tmy" Type="SkiaSharp.SKShaderTileMode" Index="2" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="src">To be added.</param>
<param name="tmx">To be added.</param>
<param name="tmy">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="CreateImage">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateImage (SkiaSharp.SKImage src, SkiaSharp.SKShaderTileMode tmx, SkiaSharp.SKShaderTileMode tmy, SkiaSharp.SKMatrix localMatrix);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateImage(class SkiaSharp.SKImage src, valuetype SkiaSharp.SKShaderTileMode tmx, valuetype SkiaSharp.SKShaderTileMode tmy, valuetype SkiaSharp.SKMatrix localMatrix) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateImage(SkiaSharp.SKImage,SkiaSharp.SKShaderTileMode,SkiaSharp.SKShaderTileMode,SkiaSharp.SKMatrix)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="src" Type="SkiaSharp.SKImage" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="tmx" Type="SkiaSharp.SKShaderTileMode" Index="1" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="tmy" Type="SkiaSharp.SKShaderTileMode" Index="2" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="localMatrix" Type="SkiaSharp.SKMatrix" Index="3" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="src">To be added.</param>
<param name="tmx">To be added.</param>
<param name="tmy">To be added.</param>
<param name="localMatrix">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="CreateLerp">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLerp (float weight, SkiaSharp.SKShader dst, SkiaSharp.SKShader src);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLerp(float32 weight, class SkiaSharp.SKShader dst, class SkiaSharp.SKShader src) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLerp(System.Single,SkiaSharp.SKShader,SkiaSharp.SKShader)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="weight" Type="System.Single" Index="0" FrameworkAlternate="skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="dst" Type="SkiaSharp.SKShader" Index="1" FrameworkAlternate="skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="src" Type="SkiaSharp.SKShader" Index="2" FrameworkAlternate="skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="weight">To be added.</param>
<param name="dst">To be added.</param>
<param name="src">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<MemberGroup MemberName="CreateLinearGradient">
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
</AssemblyInfo>
<Docs>
<remarks>
<format type="text/markdown"><![CDATA[
## Remarks
Creates a shader that generates a linear gradient between the two specified
points.
## Examples
```csharp
var info = new SKImageInfo(256, 256);
using (var surface = SKSurface.Create(info)) {
SKCanvas canvas = surface.Canvas;
canvas.Clear(SKColors.White);
// create the shader
var colors = new SKColor[] {
new SKColor(0, 0, 255),
new SKColor(0, 255, 0)
};
var shader = SKShader.CreateLinearGradient(
new SKPoint(0, 0),
new SKPoint(255, 255),
colors,
null,
SKShaderTileMode.Clamp);
// use the shader
var paint = new SKPaint {
Shader = shader
};
canvas.DrawPaint(paint);
}
```
The example above produces the following:
![Linear Gradient](~/images/linear.png "Linear Gradient")
]]></format>
</remarks>
</Docs>
</MemberGroup>
<Member MemberName="CreateLinearGradient">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLinearGradient (SkiaSharp.SKPoint start, SkiaSharp.SKPoint end, SkiaSharp.SKColor[] colors, SkiaSharp.SKShaderTileMode mode);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLinearGradient(valuetype SkiaSharp.SKPoint start, valuetype SkiaSharp.SKPoint end, valuetype SkiaSharp.SKColor[] colors, valuetype SkiaSharp.SKShaderTileMode mode) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLinearGradient(SkiaSharp.SKPoint,SkiaSharp.SKPoint,SkiaSharp.SKColor[],SkiaSharp.SKShaderTileMode)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="start" Type="SkiaSharp.SKPoint" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="end" Type="SkiaSharp.SKPoint" Index="1" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colors" Type="SkiaSharp.SKColor[]" Index="2" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="mode" Type="SkiaSharp.SKShaderTileMode" Index="3" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="start">The start point for the gradient.</param>
<param name="end">The end point for the gradient.</param>
<param name="colors">The array colors to be distributed between the two points.</param>
<param name="mode">The tiling mode.</param>
<summary>Creates a shader that generates a linear gradient between the two specified points.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateLinearGradient">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLinearGradient (SkiaSharp.SKPoint start, SkiaSharp.SKPoint end, SkiaSharp.SKColor[] colors, float[] colorPos, SkiaSharp.SKShaderTileMode mode);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLinearGradient(valuetype SkiaSharp.SKPoint start, valuetype SkiaSharp.SKPoint end, valuetype SkiaSharp.SKColor[] colors, float32[] colorPos, valuetype SkiaSharp.SKShaderTileMode mode) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLinearGradient(SkiaSharp.SKPoint,SkiaSharp.SKPoint,SkiaSharp.SKColor[],System.Single[],SkiaSharp.SKShaderTileMode)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="start" Type="SkiaSharp.SKPoint" />
<Parameter Name="end" Type="SkiaSharp.SKPoint" />
<Parameter Name="colors" Type="SkiaSharp.SKColor[]" />
<Parameter Name="colorPos" Type="System.Single[]" />
<Parameter Name="mode" Type="SkiaSharp.SKShaderTileMode" />
</Parameters>
<Docs>
<param name="start">The start point for the gradient.</param>
<param name="end">The end point for the gradient.</param>
<param name="colors">The array colors to be distributed between the two points.</param>
<param name="colorPos">The positions (in the range of 0..1) of each corresponding color, or null to evenly distribute the colors.</param>
<param name="mode">The tiling mode.</param>
<summary>Creates a shader that generates a linear gradient between the two specified points.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateLinearGradient">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLinearGradient (SkiaSharp.SKPoint start, SkiaSharp.SKPoint end, SkiaSharp.SKColorF[] colors, SkiaSharp.SKColorSpace colorspace, SkiaSharp.SKShaderTileMode mode);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLinearGradient(valuetype SkiaSharp.SKPoint start, valuetype SkiaSharp.SKPoint end, valuetype SkiaSharp.SKColorF[] colors, class SkiaSharp.SKColorSpace colorspace, valuetype SkiaSharp.SKShaderTileMode mode) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLinearGradient(SkiaSharp.SKPoint,SkiaSharp.SKPoint,SkiaSharp.SKColorF[],SkiaSharp.SKColorSpace,SkiaSharp.SKShaderTileMode)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="start" Type="SkiaSharp.SKPoint" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="end" Type="SkiaSharp.SKPoint" Index="1" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colors" Type="SkiaSharp.SKColorF[]" Index="2" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colorspace" Type="SkiaSharp.SKColorSpace" Index="3" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="mode" Type="SkiaSharp.SKShaderTileMode" Index="4" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="start">To be added.</param>
<param name="end">To be added.</param>
<param name="colors">To be added.</param>
<param name="colorspace">To be added.</param>
<param name="mode">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="CreateLinearGradient">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLinearGradient (SkiaSharp.SKPoint start, SkiaSharp.SKPoint end, SkiaSharp.SKColor[] colors, float[] colorPos, SkiaSharp.SKShaderTileMode mode, SkiaSharp.SKMatrix localMatrix);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLinearGradient(valuetype SkiaSharp.SKPoint start, valuetype SkiaSharp.SKPoint end, valuetype SkiaSharp.SKColor[] colors, float32[] colorPos, valuetype SkiaSharp.SKShaderTileMode mode, valuetype SkiaSharp.SKMatrix localMatrix) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLinearGradient(SkiaSharp.SKPoint,SkiaSharp.SKPoint,SkiaSharp.SKColor[],System.Single[],SkiaSharp.SKShaderTileMode,SkiaSharp.SKMatrix)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="start" Type="SkiaSharp.SKPoint" />
<Parameter Name="end" Type="SkiaSharp.SKPoint" />
<Parameter Name="colors" Type="SkiaSharp.SKColor[]" />
<Parameter Name="colorPos" Type="System.Single[]" />
<Parameter Name="mode" Type="SkiaSharp.SKShaderTileMode" />
<Parameter Name="localMatrix" Type="SkiaSharp.SKMatrix" />
</Parameters>
<Docs>
<param name="start">The start point for the gradient.</param>
<param name="end">The end point for the gradient.</param>
<param name="colors">The array colors to be distributed between the two points.</param>
<param name="colorPos">The positions (in the range of 0..1) of each corresponding color, or null to evenly distribute the colors.</param>
<param name="mode">The tiling mode.</param>
<param name="localMatrix">The matrix to apply before applying the shader.</param>
<summary>Creates a shader that generates a linear gradient between the two specified points.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreateLinearGradient">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLinearGradient (SkiaSharp.SKPoint start, SkiaSharp.SKPoint end, SkiaSharp.SKColorF[] colors, SkiaSharp.SKColorSpace colorspace, float[] colorPos, SkiaSharp.SKShaderTileMode mode);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLinearGradient(valuetype SkiaSharp.SKPoint start, valuetype SkiaSharp.SKPoint end, valuetype SkiaSharp.SKColorF[] colors, class SkiaSharp.SKColorSpace colorspace, float32[] colorPos, valuetype SkiaSharp.SKShaderTileMode mode) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLinearGradient(SkiaSharp.SKPoint,SkiaSharp.SKPoint,SkiaSharp.SKColorF[],SkiaSharp.SKColorSpace,System.Single[],SkiaSharp.SKShaderTileMode)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="start" Type="SkiaSharp.SKPoint" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="end" Type="SkiaSharp.SKPoint" Index="1" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colors" Type="SkiaSharp.SKColorF[]" Index="2" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colorspace" Type="SkiaSharp.SKColorSpace" Index="3" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colorPos" Type="System.Single[]" Index="4" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="mode" Type="SkiaSharp.SKShaderTileMode" Index="5" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="start">To be added.</param>
<param name="end">To be added.</param>
<param name="colors">To be added.</param>
<param name="colorspace">To be added.</param>
<param name="colorPos">To be added.</param>
<param name="mode">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="CreateLinearGradient">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLinearGradient (SkiaSharp.SKPoint start, SkiaSharp.SKPoint end, SkiaSharp.SKColorF[] colors, SkiaSharp.SKColorSpace colorspace, float[] colorPos, SkiaSharp.SKShaderTileMode mode, SkiaSharp.SKMatrix localMatrix);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLinearGradient(valuetype SkiaSharp.SKPoint start, valuetype SkiaSharp.SKPoint end, valuetype SkiaSharp.SKColorF[] colors, class SkiaSharp.SKColorSpace colorspace, float32[] colorPos, valuetype SkiaSharp.SKShaderTileMode mode, valuetype SkiaSharp.SKMatrix localMatrix) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLinearGradient(SkiaSharp.SKPoint,SkiaSharp.SKPoint,SkiaSharp.SKColorF[],SkiaSharp.SKColorSpace,System.Single[],SkiaSharp.SKShaderTileMode,SkiaSharp.SKMatrix)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="start" Type="SkiaSharp.SKPoint" Index="0" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="end" Type="SkiaSharp.SKPoint" Index="1" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colors" Type="SkiaSharp.SKColorF[]" Index="2" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colorspace" Type="SkiaSharp.SKColorSpace" Index="3" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="colorPos" Type="System.Single[]" Index="4" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="mode" Type="SkiaSharp.SKShaderTileMode" Index="5" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
<Parameter Name="localMatrix" Type="SkiaSharp.SKMatrix" Index="6" FrameworkAlternate="skiasharp-1.68;skiasharp-2.80;skiasharp-2.88" />
</Parameters>
<Docs>
<param name="start">To be added.</param>
<param name="end">To be added.</param>
<param name="colors">To be added.</param>
<param name="colorspace">To be added.</param>
<param name="colorPos">To be added.</param>
<param name="mode">To be added.</param>
<param name="localMatrix">To be added.</param>
<summary>To be added.</summary>
<returns>To be added.</returns>
<remarks>To be added.</remarks>
</Docs>
</Member>
<Member MemberName="CreateLocalMatrix">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreateLocalMatrix (SkiaSharp.SKShader shader, SkiaSharp.SKMatrix localMatrix);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreateLocalMatrix(class SkiaSharp.SKShader shader, valuetype SkiaSharp.SKMatrix localMatrix) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreateLocalMatrix(SkiaSharp.SKShader,SkiaSharp.SKMatrix)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="shader" Type="SkiaSharp.SKShader" />
<Parameter Name="localMatrix" Type="SkiaSharp.SKMatrix" />
</Parameters>
<Docs>
<param name="shader">The shader to apply.</param>
<param name="localMatrix">The matrix to apply before applying the shader.</param>
<summary>Creates a shader that first applies the specified matrix and then applies the shader.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or null on error.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreatePerlinNoiseFractalNoise">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreatePerlinNoiseFractalNoise (float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreatePerlinNoiseFractalNoise(float32 baseFrequencyX, float32 baseFrequencyY, int32 numOctaves, float32 seed) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreatePerlinNoiseFractalNoise(System.Single,System.Single,System.Int32,System.Single)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>
</ReturnValue>
<Parameters>
<Parameter Name="baseFrequencyX" Type="System.Single" />
<Parameter Name="baseFrequencyY" Type="System.Single" />
<Parameter Name="numOctaves" Type="System.Int32" />
<Parameter Name="seed" Type="System.Single" />
</Parameters>
<Docs>
<param name="baseFrequencyX">The frequency in the x-direction in the range of 0..1.</param>
<param name="baseFrequencyY">The frequency in the y-direction in the range of 0..1.</param>
<param name="numOctaves">The number of octaves, usually fairly small.</param>
<param name="seed">The randomization seed.</param>
<summary>Creates a new shader that draws Perlin fractal noise.</summary>
<returns>Returns a new <see cref="T:SkiaSharp.SKShader" />, or an empty shader on error. This function never returns null.</returns>
<remarks></remarks>
</Docs>
</Member>
<Member MemberName="CreatePerlinNoiseFractalNoise">
<MemberSignature Language="C#" Value="public static SkiaSharp.SKShader CreatePerlinNoiseFractalNoise (float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, SkiaSharp.SKPointI tileSize);" />
<MemberSignature Language="ILAsm" Value=".method public static hidebysig class SkiaSharp.SKShader CreatePerlinNoiseFractalNoise(float32 baseFrequencyX, float32 baseFrequencyY, int32 numOctaves, float32 seed, valuetype SkiaSharp.SKPointI tileSize) cil managed" />
<MemberSignature Language="DocId" Value="M:SkiaSharp.SKShader.CreatePerlinNoiseFractalNoise(System.Single,System.Single,System.Int32,System.Single,SkiaSharp.SKPointI)" />
<MemberType>Method</MemberType>
<AssemblyInfo>
<AssemblyName>SkiaSharp</AssemblyName>
<AssemblyVersion>1.60.0.0</AssemblyVersion>
<AssemblyVersion>1.68.0.0</AssemblyVersion>
<AssemblyVersion>2.80.0.0</AssemblyVersion>
<AssemblyVersion>2.88.0.0</AssemblyVersion>
</AssemblyInfo>
<ReturnValue>
<ReturnType>SkiaSharp.SKShader</ReturnType>