Struct bevy::pbr::ExtendedMaterial
pub struct ExtendedMaterial<B, E>where
B: Material,
E: MaterialExtension,{
pub base: B,
pub extension: E,
}
Expand description
A material that extends a base Material
with additional shaders and data.
The data from both materials will be combined and made available to the shader so that shader functions built for the base material (and referencing the base material bindings) will work as expected, and custom alterations based on custom data can also be used.
If the extension E
returns a non-default result from vertex_shader()
it will be used in place of the base
material’s vertex shader.
If the extension E
returns a non-default result from fragment_shader()
it will be used in place of the base
fragment shader.
When used with StandardMaterial
as the base, all the standard material fields are
present, so the pbr_fragment
shader functions can be called from the extension shader (see
the extended_material
example).
Fields§
§base: B
§extension: E
Trait Implementations§
§impl<B, E> AsBindGroup for ExtendedMaterial<B, E>where
B: Material,
E: MaterialExtension,
impl<B, E> AsBindGroup for ExtendedMaterial<B, E>where B: Material, E: MaterialExtension,
§type Data = (<B as AsBindGroup>::Data, <E as AsBindGroup>::Data)
type Data = (<B as AsBindGroup>::Data, <E as AsBindGroup>::Data)
§fn unprepared_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage
) -> Result<UnpreparedBindGroup<<ExtendedMaterial<B, E> as AsBindGroup>::Data>, AsBindGroupError>
fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<UnpreparedBindGroup<<ExtendedMaterial<B, E> as AsBindGroup>::Data>, AsBindGroupError>
OwnedBindingResource
).
In cases where OwnedBindingResource
is not available (as for bindless texture arrays currently),
an implementor may define as_bind_group
directly. This may prevent certain features
from working correctly.§fn bind_group_layout_entries(
render_device: &RenderDevice
) -> Vec<BindGroupLayoutEntry>where
ExtendedMaterial<B, E>: Sized,
fn bind_group_layout_entries( render_device: &RenderDevice ) -> Vec<BindGroupLayoutEntry>where ExtendedMaterial<B, E>: Sized,
§fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
self
matching the layout defined in AsBindGroup::bind_group_layout
.§fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
Self: Sized,
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere Self: Sized,
AsBindGroup::as_bind_group
§impl<B, E> Clone for ExtendedMaterial<B, E>where
B: Clone + Material,
E: Clone + MaterialExtension,
impl<B, E> Clone for ExtendedMaterial<B, E>where B: Clone + Material, E: Clone + MaterialExtension,
§fn clone(&self) -> ExtendedMaterial<B, E>
fn clone(&self) -> ExtendedMaterial<B, E>
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl<B, E> Material for ExtendedMaterial<B, E>where
B: Material,
E: MaterialExtension,
impl<B, E> Material for ExtendedMaterial<B, E>where B: Material, E: MaterialExtension,
§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
ShaderRef::Default
is returned, the default mesh vertex shader
will be used.§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
ShaderRef::Default
is returned, the default mesh fragment shader
will be used.§fn prepass_vertex_shader() -> ShaderRef
fn prepass_vertex_shader() -> ShaderRef
ShaderRef::Default
is returned, the default prepass vertex shader
will be used. Read more§fn prepass_fragment_shader() -> ShaderRef
fn prepass_fragment_shader() -> ShaderRef
ShaderRef::Default
is returned, the default prepass fragment shader
will be used. Read more§fn deferred_vertex_shader() -> ShaderRef
fn deferred_vertex_shader() -> ShaderRef
ShaderRef::Default
is returned, the default deferred vertex shader
will be used.§fn deferred_fragment_shader() -> ShaderRef
fn deferred_fragment_shader() -> ShaderRef
ShaderRef::Default
is returned, the default deferred fragment shader
will be used.§fn alpha_mode(&self) -> AlphaMode
fn alpha_mode(&self) -> AlphaMode
AlphaMode
. Defaults to AlphaMode::Opaque
.§fn depth_bias(&self) -> f32
fn depth_bias(&self) -> f32
§fn reads_view_transmission_texture(&self) -> bool
fn reads_view_transmission_texture(&self) -> bool
ViewTransmissionTexture
. Read more§fn opaque_render_method(&self) -> OpaqueRendererMethod
fn opaque_render_method(&self) -> OpaqueRendererMethod
AlphaMode::Opaque
or AlphaMode::Mask
materials.
If OpaqueRendererMethod::Auto
, it will default to what is selected in the DefaultOpaqueRendererMethod
resource.§fn specialize(
pipeline: &MaterialPipeline<ExtendedMaterial<B, E>>,
descriptor: &mut RenderPipelineDescriptor,
layout: &Hashed<InnerMeshVertexBufferLayout>,
key: MaterialPipelineKey<ExtendedMaterial<B, E>>
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( pipeline: &MaterialPipeline<ExtendedMaterial<B, E>>, descriptor: &mut RenderPipelineDescriptor, layout: &Hashed<InnerMeshVertexBufferLayout>, key: MaterialPipelineKey<ExtendedMaterial<B, E>> ) -> Result<(), SpecializedMeshPipelineError>
RenderPipelineDescriptor
for a specific entity using the entity’s
MaterialPipelineKey
and MeshVertexBufferLayout
as input.§impl<B, E> TypePath for ExtendedMaterial<B, E>where
B: Material + TypePath,
E: MaterialExtension + TypePath,
impl<B, E> TypePath for ExtendedMaterial<B, E>where B: Material + TypePath, E: MaterialExtension + TypePath,
§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
§impl<B, E> VisitAssetDependencies for ExtendedMaterial<B, E>where
B: Material,
E: MaterialExtension,
impl<B, E> VisitAssetDependencies for ExtendedMaterial<B, E>where B: Material, E: MaterialExtension,
fn visit_dependencies(&self, _visit: &mut impl FnMut(UntypedAssetId))
impl<B, E> Asset for ExtendedMaterial<B, E>where B: Material, E: MaterialExtension,
Auto Trait Implementations§
impl<B, E> RefUnwindSafe for ExtendedMaterial<B, E>where B: RefUnwindSafe, E: RefUnwindSafe,
impl<B, E> Send for ExtendedMaterial<B, E>
impl<B, E> Sync for ExtendedMaterial<B, E>
impl<B, E> Unpin for ExtendedMaterial<B, E>where B: Unpin, E: Unpin,
impl<B, E> UnwindSafe for ExtendedMaterial<B, E>where B: UnwindSafe, E: 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
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<A> AssetContainer for Awhere
A: Asset,
impl<A> AssetContainer for Awhere A: Asset,
fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)
fn asset_type_name(&self) -> &'static str
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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)
&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)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DynamicTypePath for Twhere
T: TypePath,
impl<T> DynamicTypePath for Twhere T: TypePath,
§fn reflect_type_path(&self) -> &str
fn reflect_type_path(&self) -> &str
TypePath::type_path
.§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
TypePath::type_ident
.§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
TypePath::crate_name
.