Struct bevy_toon_shader::ToonShaderMaterial
source · 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>>,
}
Fields§
§color: Color
§sun_dir: Vec3
§sun_color: Color
§camera_pos: Vec3
§ambient_color: Color
§base_color_texture: Option<Handle<Image>>
Trait Implementations§
source§impl AsBindGroup for ToonShaderMaterial
impl AsBindGroup for ToonShaderMaterial
source§fn unprepared_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
images: &RenderAssets<Image>,
fallback_image: &FallbackImage
) -> Result<UnpreparedBindGroup<Self::Data>, AsBindGroupError>
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.source§fn bind_group_layout_entries(
render_device: &RenderDevice
) -> Vec<BindGroupLayoutEntry>
fn bind_group_layout_entries( render_device: &RenderDevice ) -> Vec<BindGroupLayoutEntry>
Returns a vec of bind group layout entries
§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>
Creates a bind group for
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,
Creates the bind group layout matching all bind groups returned by [
AsBindGroup::as_bind_group
]source§impl AsBindGroupShaderType<ToonShaderMaterialUniform> for ToonShaderMaterial
impl AsBindGroupShaderType<ToonShaderMaterialUniform> for ToonShaderMaterial
source§fn as_bind_group_shader_type(
&self,
_images: &RenderAssets<Image>
) -> ToonShaderMaterialUniform
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.source§impl Clone for ToonShaderMaterial
impl Clone for ToonShaderMaterial
source§fn clone(&self) -> ToonShaderMaterial
fn clone(&self) -> ToonShaderMaterial
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moresource§impl Debug for ToonShaderMaterial
impl Debug for ToonShaderMaterial
source§impl Default for ToonShaderMaterial
impl Default for ToonShaderMaterial
source§fn default() -> ToonShaderMaterial
fn default() -> ToonShaderMaterial
Returns the “default value” for a type. Read more
source§impl Material for ToonShaderMaterial
impl Material for ToonShaderMaterial
source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If [
ShaderRef::Default
] is returned, the default mesh fragment shader
will be used.source§fn specialize(
_pipeline: &MaterialPipeline<Self>,
_descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayout,
_key: MaterialPipelineKey<Self>
) -> Result<(), SpecializedMeshPipelineError>
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.§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If [
ShaderRef::Default
] is returned, the default mesh vertex shader
will be used.§fn alpha_mode(&self) -> AlphaMode
fn alpha_mode(&self) -> AlphaMode
Returns this material’s [
AlphaMode
]. Defaults to [AlphaMode::Opaque
].§fn opaque_render_method(&self) -> OpaqueRendererMethod
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.§fn depth_bias(&self) -> f32
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.
§fn reads_view_transmission_texture(&self) -> bool
fn reads_view_transmission_texture(&self) -> bool
Returns whether the material would like to read from
ViewTransmissionTexture
. Read more§fn prepass_vertex_shader() -> ShaderRef
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§fn prepass_fragment_shader() -> ShaderRef
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§fn deferred_vertex_shader() -> ShaderRef
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.§fn deferred_fragment_shader() -> ShaderRef
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.source§impl TypePath for ToonShaderMaterial
impl TypePath for ToonShaderMaterial
source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl VisitAssetDependencies for ToonShaderMaterial
impl VisitAssetDependencies for ToonShaderMaterial
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for ToonShaderMaterial
Auto Trait Implementations§
impl !RefUnwindSafe for ToonShaderMaterial
impl Send for ToonShaderMaterial
impl Sync for ToonShaderMaterial
impl Unpin for ToonShaderMaterial
impl !UnwindSafe for ToonShaderMaterial
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
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.§impl<A> AssetContainer for Awhere
A: Asset,
impl<A> AssetContainer for Awhere
A: Asset,
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
Mutably borrows from an owned value. Read more
§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>
Convert
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>
Convert
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)
Convert
&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)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§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
See [
TypePath::type_path
].§fn reflect_short_type_path(&self) -> &str
fn reflect_short_type_path(&self) -> &str
See [
TypePath::short_type_path
].§fn reflect_type_ident(&self) -> Option<&str>
fn reflect_type_ident(&self) -> Option<&str>
See [
TypePath::type_ident
].§fn reflect_crate_name(&self) -> Option<&str>
fn reflect_crate_name(&self) -> Option<&str>
See [
TypePath::crate_name
].§fn reflect_module_path(&self) -> Option<&str>
fn reflect_module_path(&self) -> Option<&str>
See [
TypePath::module_path
].§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates
Self
using data from the given [World
].