ParallaxMaterialUniform

Struct ParallaxMaterialUniform 

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pub struct ParallaxMaterialUniform {
    pub base_color: Vec4,
    pub emissive: Vec4,
    pub roughness: f32,
    pub metallic: f32,
    pub reflectance: f32,
    pub flags: u32,
    pub alpha_cutoff: f32,
    pub height_depth: f32,
    pub max_height_layers: f32,
}
Expand description

The GPU representation of the uniform data of a ParallaxMaterial.

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§base_color: Vec4

Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything in between.

§emissive: Vec4

Use a color for user friendliness even though we technically don’t use the alpha channel Might be used in the future for exposure correction in HDR

§roughness: f32

Linear perceptual roughness, clamped to [0.089, 1.0] in the shader Defaults to minimum of 0.089

§metallic: f32

From [0.0, 1.0], dielectric to pure metallic

§reflectance: f32

Specular 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

§flags: u32

The shader flags.

§alpha_cutoff: f32

When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque, and any below means fully transparent.

§height_depth: f32

The depth of the height map.

§max_height_layers: f32

In how many layers to split the height maps for Steep parallax mapping.

If your height_depth is >0.1 and you are seeing jaggy edges, increase this value. However, this incures a performance cost.

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impl AsBindGroupShaderType<ParallaxMaterialUniform> for ParallaxMaterial

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fn as_bind_group_shader_type( &self, images: &RenderAssets<Image>, ) -> ParallaxMaterialUniform

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl Clone for ParallaxMaterialUniform

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fn clone(&self) -> ParallaxMaterialUniform

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl CreateFrom for ParallaxMaterialUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<9usize>>, for<'__, '__> Vec4: CreateFrom, for<'__, '__, '__, '__, '__, '__> f32: CreateFrom, for<'__> u32: CreateFrom,

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fn create_from<B: BufferRef>(reader: &mut Reader<B>) -> Self

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impl Default for ParallaxMaterialUniform

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fn default() -> ParallaxMaterialUniform

Returns the “default value” for a type. Read more
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impl ReadFrom for ParallaxMaterialUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<9usize>>, for<'__, '__> Vec4: ReadFrom, for<'__, '__, '__, '__, '__, '__> f32: ReadFrom, for<'__> u32: ReadFrom,

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fn read_from<B: BufferRef>(&mut self, reader: &mut Reader<B>)

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impl ShaderSize for ParallaxMaterialUniform

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const SHADER_SIZE: NonZero<u64> = _

Represents WGSL Size (equivalent to ShaderType::min_size)
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impl ShaderType for ParallaxMaterialUniform

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fn size(&self) -> NonZeroU64

Returns the size of Self at runtime Read more
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fn min_size() -> NonZero<u64>

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more
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fn assert_uniform_compat()

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impl WriteInto for ParallaxMaterialUniform
where Self: ShaderType<ExtraMetadata = StructMetadata<9usize>>, for<'__, '__> Vec4: WriteInto, for<'__, '__, '__, '__, '__, '__> f32: WriteInto, for<'__> u32: WriteInto,

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fn write_into<B: BufferMut>(&self, writer: &mut Writer<B>)

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impl<T> Any for T
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Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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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.
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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