List of all items
Structs
- AmbientLight
- Cascade
- CascadeShadowConfig
- CascadeShadowConfigBuilder
- Cascades
- CascadesVisibleEntities
- ClusterZConfig
- Clusters
- CubemapVisibleEntities
- DirectionalLight
- DirectionalLightBundle
- DirectionalLightShadowMap
- DrawMesh
- EnvironmentMapLight
- ExtractedClusterConfig
- ExtractedClustersPointLights
- ExtractedDirectionalLight
- ExtractedMaterials
- ExtractedPointLight
- FogMeta
- FogPlugin
- FogSettings
- GlobalLightMeta
- GlobalVisiblePointLights
- GpuDirectionalCascade
- GpuDirectionalLight
- GpuFog
- GpuLights
- GpuPointLight
- GpuPointLightsStorage
- GpuPointLightsUniform
- LightMeta
- MaterialMeshBundle
- MaterialPipeline
- MaterialPipelineKey
- MaterialPlugin
- MaterialProperties
- MeshBindGroup
- MeshPipeline
- MeshPipelineKey
- MeshRenderPlugin
- MeshUniform
- MeshViewBindGroup
- NotShadowCaster
- NotShadowReceiver
- PbrPlugin
- PointLight
- PointLightBundle
- PointLightShadowMap
- PrepareNextFrameMaterials
- PreparedMaterial
- PrepassPipeline
- PrepassPipelinePlugin
- PrepassPlugin
- PrepassViewBindGroup
- RenderMaterials
- SetMaterialBindGroup
- SetMeshBindGroup
- SetMeshViewBindGroup
- SetPrepassViewBindGroup
- Shadow
- ShadowPassNode
- ShadowSamplers
- ShadowView
- SkinnedMeshJoints
- SkinnedMeshUniform
- SpotLight
- SpotLightBundle
- StandardMaterial
- StandardMaterialFlags
- StandardMaterialKey
- StandardMaterialUniform
- ViewClusterBindings
- ViewFogUniformOffset
- ViewLightEntities
- ViewLightsUniformOffset
- ViewShadowBindings
- VisiblePointLights
- wireframe::Wireframe
- wireframe::WireframeConfig
- wireframe::WireframePipeline
- wireframe::WireframePlugin
Enums
- AlphaMode
- ClusterConfig
- ClusterFarZMode
- FogFalloff
- GpuPointLights
- LightEntity
- RenderFogSystems
- RenderLightSystems
- SimulationLightSystems
Traits
Functions
- add_clusters
- calculate_cluster_factors
- check_light_mesh_visibility
- extract_camera_prepass_phase
- extract_clusters
- extract_lights
- extract_materials
- extract_meshes
- extract_skinned_meshes
- get_bind_group_layout_entries
- get_bindings
- prepare_clusters
- prepare_fog
- prepare_lights
- prepare_materials
- prepare_prepass_textures
- prepare_skinned_meshes
- queue_material_meshes
- queue_mesh_bind_group
- queue_mesh_view_bind_groups
- queue_prepass_material_meshes
- queue_prepass_view_bind_group
- queue_shadows
- update_directional_light_cascades
- update_directional_light_frusta
- update_point_light_frusta
- update_spot_light_frusta
Type Definitions
Constants
- CLUSTERED_FORWARD_HANDLE
- CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT
- FOG_SHADER_HANDLE
- MAX_CASCADES_PER_LIGHT
- MAX_DIRECTIONAL_LIGHTS
- MAX_UNIFORM_BUFFER_POINT_LIGHTS
- MESH_BINDINGS_HANDLE
- MESH_FUNCTIONS_HANDLE
- MESH_SHADER_HANDLE
- MESH_TYPES_HANDLE
- MESH_VERTEX_OUTPUT
- MESH_VIEW_BINDINGS_HANDLE
- MESH_VIEW_TYPES_HANDLE
- PBR_AMBIENT_HANDLE
- PBR_BINDINGS_SHADER_HANDLE
- PBR_FUNCTIONS_HANDLE
- PBR_LIGHTING_HANDLE
- PBR_PREPASS_SHADER_HANDLE
- PBR_SHADER_HANDLE
- PBR_TYPES_SHADER_HANDLE
- PREPASS_BINDINGS_SHADER_HANDLE
- PREPASS_SHADER_HANDLE
- PREPASS_UTILS_SHADER_HANDLE
- SHADOWS_HANDLE
- SHADOW_FORMAT
- SKINNING_HANDLE
- UTILS_HANDLE
- draw_3d_graph::node::SHADOW_PASS
- wireframe::WIREFRAME_SHADER_HANDLE