Struct bevy::pbr::MaterialPlugin
pub struct MaterialPlugin<M>where
M: Material,{
pub prepass_enabled: bool,
pub _marker: PhantomData<M>,
}
Expand description
Adds the necessary ECS resources and render logic to enable rendering entities using the given Material
asset type.
Fields§
§prepass_enabled: bool
Controls if the prepass is enabled for the Material.
For more information about what a prepass is, see the bevy_core_pipeline::prepass
docs.
When it is enabled, it will automatically add the PrepassPlugin
required to make the prepass work on this Material.
_marker: PhantomData<M>
Trait Implementations§
§impl<M> Default for MaterialPlugin<M>where
M: Material,
impl<M> Default for MaterialPlugin<M>where M: Material,
§fn default() -> MaterialPlugin<M>
fn default() -> MaterialPlugin<M>
Returns the “default value” for a type. Read more
§impl<M> Plugin for MaterialPlugin<M>where
M: Material,
<M as AsBindGroup>::Data: PartialEq<<M as AsBindGroup>::Data> + Eq + Hash + Clone,
impl<M> Plugin for MaterialPlugin<M>where M: Material, <M as AsBindGroup>::Data: PartialEq<<M as AsBindGroup>::Data> + Eq + Hash + Clone,
§fn setup(&self, _app: &mut App)
fn setup(&self, _app: &mut App)
Runs after all plugins are built, but before the app runner is called.
This can be useful if you have some resource that other plugins need during their build step,
but after build you want to remove it and send it to another thread.
Auto Trait Implementations§
impl<M> RefUnwindSafe for MaterialPlugin<M>where M: RefUnwindSafe,
impl<M> Send for MaterialPlugin<M>
impl<M> Sync for MaterialPlugin<M>
impl<M> Unpin for MaterialPlugin<M>where M: Unpin,
impl<M> UnwindSafe for MaterialPlugin<M>where M: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given World