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ui_layer_capture_pass

Function ui_layer_capture_pass 

Source
pub fn ui_layer_capture_pass(
    world: &World,
    view: ViewQuery<'_, '_, Entity>,
    extracted: Res<'_, ExtractedUiLayers>,
    atlases: Res<'_, LayerAtlases>,
    phases: Res<'_, ViewSortedRenderPhases<TransparentUi>>,
    filter_meta: Res<'_, LayerFilterMeta>,
    mip_meta: Res<'_, LayerMipMeta>,
    backdrop_meta: Res<'_, BackdropMeta>,
    blit_pipeline: Option<Res<'_, BackdropBlitPipeline>>,
    pipeline_cache: Res<'_, PipelineCache>,
    ctx: RenderContext<'_, '_>,
)
Expand description

Renders each layer’s synthetic phase into its capture texture, then replays the layer’s staged filter run (if any) capture → ping-pong textures. Runs in the camera’s schedule right before the stock ui_pass consumes the composite quads.