pub struct ToonShaderMaterial {
    pub color: Color,
    pub sun_dir: Vec3,
    pub sun_color: Color,
    pub camera_pos: Vec3,
    pub ambient_color: Color,
    pub base_color_texture: Option<Handle<Image>>,
}

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§color: Color§sun_dir: Vec3§sun_color: Color§camera_pos: Vec3§ambient_color: Color§base_color_texture: Option<Handle<Image>>

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impl AsBindGroup for ToonShaderMaterial

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type Data = ()

Data that will be stored alongside the “prepared” bind group.
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fn label() -> Option<&'static str>

label
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fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>

Returns a vec of (binding index, 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.
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fn bind_group_layout_entries( render_device: &RenderDevice ) -> Vec<BindGroupLayoutEntry>

Returns a vec of bind group layout entries
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fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, images: &RenderAssets<Image>, fallback_image: &FallbackImage ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>

Creates a bind group for self matching the layout defined in [AsBindGroup::bind_group_layout].
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fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout
where Self: Sized,

Creates the bind group layout matching all bind groups returned by [AsBindGroup::as_bind_group]
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impl AsBindGroupShaderType<ToonShaderMaterialUniform> for ToonShaderMaterial

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fn as_bind_group_shader_type( &self, _images: &RenderAssets<Image> ) -> ToonShaderMaterialUniform

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 ToonShaderMaterial

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fn clone(&self) -> ToonShaderMaterial

Returns a copy 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 Debug for ToonShaderMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for ToonShaderMaterial

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fn default() -> ToonShaderMaterial

Returns the “default value” for a type. Read more
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impl Material for ToonShaderMaterial

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fn fragment_shader() -> ShaderRef

Returns this material’s fragment shader. If [ShaderRef::Default] is returned, the default mesh fragment shader will be used.
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fn specialize( _pipeline: &MaterialPipeline<Self>, _descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayout, _key: MaterialPipelineKey<Self> ) -> Result<(), SpecializedMeshPipelineError>

Customizes the default [RenderPipelineDescriptor] for a specific entity using the entity’s [MaterialPipelineKey] and [MeshVertexBufferLayout] as input.
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fn vertex_shader() -> ShaderRef

Returns this material’s vertex shader. If [ShaderRef::Default] is returned, the default mesh vertex shader will be used.
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fn alpha_mode(&self) -> AlphaMode

Returns this material’s [AlphaMode]. Defaults to [AlphaMode::Opaque].
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fn opaque_render_method(&self) -> OpaqueRendererMethod

Returns if this material should be rendered by the deferred or forward renderer. for AlphaMode::Opaque or AlphaMode::Mask materials. If OpaqueRendererMethod::Auto, it will default to what is selected in the DefaultOpaqueRendererMethod resource.
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fn depth_bias(&self) -> f32

Add a bias to the view depth of the mesh which can be used to force a specific render order. for meshes with similar depth, to avoid z-fighting. The bias is in depth-texture units so large values may be needed to overcome small depth differences.
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fn reads_view_transmission_texture(&self) -> bool

Returns whether the material would like to read from ViewTransmissionTexture. Read more
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fn prepass_vertex_shader() -> ShaderRef

Returns this material’s prepass vertex shader. If [ShaderRef::Default] is returned, the default prepass vertex shader will be used. Read more
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fn prepass_fragment_shader() -> ShaderRef

Returns this material’s prepass fragment shader. If [ShaderRef::Default] is returned, the default prepass fragment shader will be used. Read more
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fn deferred_vertex_shader() -> ShaderRef

Returns this material’s deferred vertex shader. If [ShaderRef::Default] is returned, the default deferred vertex shader will be used.
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fn deferred_fragment_shader() -> ShaderRef

Returns this material’s deferred fragment shader. If [ShaderRef::Default] is returned, the default deferred fragment shader will be used.
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impl TypePath for ToonShaderMaterial

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl TypeUuid for ToonShaderMaterial

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impl VisitAssetDependencies for ToonShaderMaterial

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fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))

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impl Asset for ToonShaderMaterial

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

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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impl<A> AssetContainer for A
where A: Asset,

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fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)

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fn asset_type_name(&self) -> &'static str

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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
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impl<T> DynamicTypePath for T
where T: TypePath,

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fn reflect_type_path(&self) -> &str

See [TypePath::type_path].
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fn reflect_short_type_path(&self) -> &str

See [TypePath::short_type_path].
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fn reflect_type_ident(&self) -> Option<&str>

See [TypePath::type_ident].
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fn reflect_crate_name(&self) -> Option<&str>

See [TypePath::crate_name].
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fn reflect_module_path(&self) -> Option<&str>

See [TypePath::module_path].
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given [World].
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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