pub struct StandardMaterialUniform {Show 23 fields
pub base_color: Vec4,
pub emissive: Vec4,
pub attenuation_color: Vec4,
pub uv_transform: Mat3,
pub reflectance: Vec3,
pub roughness: f32,
pub metallic: f32,
pub diffuse_transmission: f32,
pub specular_transmission: f32,
pub thickness: f32,
pub ior: f32,
pub attenuation_distance: f32,
pub clearcoat: f32,
pub clearcoat_perceptual_roughness: f32,
pub anisotropy_strength: f32,
pub anisotropy_rotation: Vec2,
pub flags: u32,
pub alpha_cutoff: f32,
pub parallax_depth_scale: f32,
pub max_parallax_layer_count: f32,
pub lightmap_exposure: f32,
pub max_relief_mapping_search_steps: u32,
pub deferred_lighting_pass_id: u32,
}bevy_pbr only.Expand description
The GPU representation of the uniform data of a StandardMaterial.
Fields§
§base_color: Vec4Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything in between.
emissive: Vec4§attenuation_color: Vec4Color white light takes after traveling through the attenuation distance underneath the material surface
uv_transform: Mat3The transform applied to the UVs corresponding to ATTRIBUTE_UV_0 on the mesh before sampling. Default is identity.
reflectance: Vec3Specular intensity for non-metals on a linear scale of [0.0, 1.0] defaults to 0.5 which is mapped to 4% reflectance in the shader
roughness: f32Linear perceptual roughness, clamped to [0.089, 1.0] in the shader Defaults to minimum of 0.089
metallic: f32From [0.0, 1.0], dielectric to pure metallic
diffuse_transmission: f32Amount of diffuse light transmitted through the material
specular_transmission: f32Amount of specular light transmitted through the material
thickness: f32Thickness of the volume underneath the material surface
ior: f32Index of Refraction
attenuation_distance: f32How far light travels through the volume underneath the material surface before being absorbed
clearcoat: f32§clearcoat_perceptual_roughness: f32§anisotropy_strength: f32§anisotropy_rotation: Vec2§flags: u32The StandardMaterialFlags accessible in the wgsl shader.
alpha_cutoff: f32When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque, and any below means fully transparent.
parallax_depth_scale: f32The depth of the StandardMaterial::depth_map to apply.
max_parallax_layer_count: f32In how many layers to split the depth maps for Steep parallax mapping.
If your parallax_depth_scale is >0.1 and you are seeing jaggy edges,
increase this value. However, this incurs a performance cost.
lightmap_exposure: f32The exposure (brightness) level of the lightmap, if present.
max_relief_mapping_search_steps: u32Using ParallaxMappingMethod::Relief, how many additional
steps to use at most to find the depth value.
deferred_lighting_pass_id: u32ID for specifying which deferred lighting pass should be used for rendering this material, if any.
Trait Implementations§
Source§impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial
impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial
Source§fn as_bind_group_shader_type(
&self,
images: &RenderAssets<GpuImage>,
) -> StandardMaterialUniform
fn as_bind_group_shader_type( &self, images: &RenderAssets<GpuImage>, ) -> StandardMaterialUniform
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl Clone for StandardMaterialUniform
impl Clone for StandardMaterialUniform
Source§fn clone(&self) -> StandardMaterialUniform
fn clone(&self) -> StandardMaterialUniform
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl CreateFrom for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<23>>,
Vec4: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
Mat3: for<'__> CreateFrom,
Vec3: for<'__> CreateFrom,
f32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
Vec2: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
impl CreateFrom for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<23>>,
Vec4: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
Mat3: for<'__> CreateFrom,
Vec3: for<'__> CreateFrom,
f32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
Vec2: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
fn create_from<B>(reader: &mut Reader<B>) -> StandardMaterialUniformwhere
B: BufferRef,
Source§impl Default for StandardMaterialUniform
impl Default for StandardMaterialUniform
Source§fn default() -> StandardMaterialUniform
fn default() -> StandardMaterialUniform
Source§impl ReadFrom for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<23>>,
Vec4: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
Mat3: for<'__> ReadFrom,
Vec3: for<'__> ReadFrom,
f32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
Vec2: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
impl ReadFrom for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<23>>,
Vec4: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
Mat3: for<'__> ReadFrom,
Vec3: for<'__> ReadFrom,
f32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
Vec2: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
Source§impl ShaderSize for StandardMaterialUniformwhere
Vec4: ShaderSize,
Mat3: ShaderSize,
Vec3: ShaderSize,
f32: ShaderSize,
Vec2: ShaderSize,
u32: ShaderSize,
impl ShaderSize for StandardMaterialUniformwhere
Vec4: ShaderSize,
Mat3: ShaderSize,
Vec3: ShaderSize,
f32: ShaderSize,
Vec2: ShaderSize,
u32: ShaderSize,
Source§const SHADER_SIZE: NonZero<u64> = _
const SHADER_SIZE: NonZero<u64> = _
ShaderType::min_size)Source§impl ShaderType for StandardMaterialUniformwhere
Vec4: ShaderType + ShaderSize,
Mat3: ShaderType + ShaderSize,
Vec3: ShaderType + ShaderSize,
f32: ShaderType + ShaderSize,
Vec2: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
impl ShaderType for StandardMaterialUniformwhere
Vec4: ShaderType + ShaderSize,
Mat3: ShaderType + ShaderSize,
Vec3: ShaderType + ShaderSize,
f32: ShaderType + ShaderSize,
Vec2: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
Source§fn assert_uniform_compat()
fn assert_uniform_compat()
Self meets the requirements of the
uniform address space restrictions on stored values and the
uniform address space layout constraints Read moreSource§impl WriteInto for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<23>>,
Vec4: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
Mat3: for<'__> WriteInto,
Vec3: for<'__> WriteInto,
f32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
Vec2: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
impl WriteInto for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<23>>,
Vec4: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
Mat3: for<'__> WriteInto,
Vec3: for<'__> WriteInto,
f32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
Vec2: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
fn write_into<B>(&self, writer: &mut Writer<B>)where
B: BufferMut,
Auto Trait Implementations§
impl Freeze for StandardMaterialUniform
impl RefUnwindSafe for StandardMaterialUniform
impl Send for StandardMaterialUniform
impl Sync for StandardMaterialUniform
impl Unpin for StandardMaterialUniform
impl UnsafeUnpin for StandardMaterialUniform
impl UnwindSafe for StandardMaterialUniform
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