pub fn extract_ui_layers(
commands: Commands<'_, '_>,
phases: ResMut<'_, ViewSortedRenderPhases<TransparentUi>>,
extracted: ResMut<'_, ExtractedUiLayers>,
layers: Extract<'_, '_, Query<'_, '_, (Entity, &LayerCaptureRect, &LayerGroupAlpha, &ComputedUiTargetCamera, Option<&ResolvedFilterChain>, Option<&ResolvedBackdropChain>, Option<&LayerTransform3dMatrix>, &PromotedLayer, Option<&ComputedNode>)>>,
membership: Extract<'_, '_, Res<'_, LayerMembership>>,
repaints: Extract<'_, '_, Res<'_, LayerRepaintState>>,
clips: Extract<'_, '_, Res<'_, LayerClips>>,
cameras: Extract<'_, '_, Query<'_, '_, (RenderEntity, &Camera), Or<(With<Camera2d>, With<Camera3d>)>>>,
main_pass_formats: Res<'_, CameraMainPassTextureFormats>,
store: Res<'_, LayerTextureStore>,
)Expand description
Extracts promoted layers into the render world and spawns their synthetic
capture views. Must run after extract_ui_camera_view: that system ends
with a retain that would drop any phase it didn’t create.