Struct bevy_points::material::PointsMaterial

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pub struct PointsMaterial {
    pub settings: PointsShaderSettings,
    pub depth_bias: f32,
    pub alpha_mode: AlphaMode,
    pub use_vertex_color: bool,
    pub perspective: bool,
    pub circle: bool,
}

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§settings: PointsShaderSettings§depth_bias: f32§alpha_mode: AlphaMode§use_vertex_color: bool§perspective: bool§circle: bool

Trait Implementations§

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impl AsBindGroup for PointsMaterial

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type Data = PointsMaterialKey

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 Clone for PointsMaterial

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fn clone(&self) -> PointsMaterial

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 PointsMaterial

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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 PointsMaterial

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl From<&PointsMaterial> for PointsMaterialKey

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fn from(material: &PointsMaterial) -> Self

Converts to this type from the input type.
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impl Material for PointsMaterial

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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 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 alpha_mode(&self) -> AlphaMode

Returns this material’s AlphaMode. Defaults to AlphaMode::Opaque.
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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 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 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 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 PointsMaterial
where Self: Any + Send + Sync,

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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 VisitAssetDependencies for PointsMaterial

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

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impl Asset for PointsMaterial

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impl Copy for PointsMaterial

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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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