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.