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MaterialProperties

Struct MaterialProperties 

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pub struct MaterialProperties { /* private fields */ }
Expand description

Material properties for the mesh

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impl MaterialProperties

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pub fn layout(rcx: &RenderContext) -> DescriptorSetLayout

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pub fn get_descriptor( &self, rcx: &RenderContext, assets: &AssetLibrary, ) -> Option<DescriptorSet>

gets the material descriptor set (lazily allocated)

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pub fn with_base_color_factor( self, base_color_factor: impl Into<Vec4>, ) -> MaterialProperties

Base color factor (vec4)

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pub fn base_color_factor(&self) -> Vec4

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pub fn with_base_color_texture( self, texture: AssetHandle<LazyTexture>, ) -> MaterialProperties

Base color texture

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pub fn base_color_texture(&self) -> Option<AssetHandle<LazyTexture>>

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pub fn with_metallic_factor(self, metallic_factor: f32) -> MaterialProperties

Metallic factor

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pub fn metallic_factor(&self) -> f32

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pub fn with_roughness_factor(self, roughness_factor: f32) -> MaterialProperties

Roughness factor

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pub fn roughness_factor(&self) -> f32

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pub fn with_metallic_roughness_texture( self, texture: AssetHandle<LazyTexture>, ) -> MaterialProperties

Metallic/Roughness texture

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pub fn metallic_roughness_texture(&self) -> Option<AssetHandle<LazyTexture>>

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pub fn with_normal_scale(self, normal_scale: f32) -> MaterialProperties

Normal scale

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pub fn normal_scale(&self) -> f32

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pub fn with_normal_texture( self, texture: AssetHandle<LazyTexture>, ) -> MaterialProperties

Normal texture

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pub fn normal_texture(&self) -> Option<AssetHandle<LazyTexture>>

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pub fn with_ambient_occlusion_strength( self, strength: f32, ) -> MaterialProperties

Ambient occlusion strength

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pub fn ambient_occlusion_strength(&self) -> f32

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pub fn with_occlusion_texture( self, texture: AssetHandle<LazyTexture>, ) -> MaterialProperties

Occlusion texture

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pub fn occlusion_texture(&self) -> Option<AssetHandle<LazyTexture>>

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pub fn with_emissive_factor(self, emissive_factor: Vec3) -> MaterialProperties

Emissive factor

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pub fn emissive_factor(&self) -> Vec3

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pub fn with_emissive_texture( self, texture: AssetHandle<LazyTexture>, ) -> MaterialProperties

Emissive texture

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pub fn emissive_texture(&self) -> Option<AssetHandle<LazyTexture>>

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pub fn with_parallax_texture( self, texture: AssetHandle<LazyTexture>, ) -> MaterialProperties

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pub fn parallax_texture(&self) -> Option<AssetHandle<LazyTexture>>

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pub fn with_double_sided(self, double_sided: bool) -> MaterialProperties

Double sided

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pub fn double_sided(&self) -> bool

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pub fn with_alpha_mode(self, alpha_mode: AlphaMode) -> MaterialProperties

Alpha mode

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pub fn alpha_mode(&self) -> AlphaMode

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pub fn with_alpha_cutoff(self, alpha_cutoff: f32) -> MaterialProperties

Alpha cutoff

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pub fn alpha_cutoff(&self) -> f32

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pub fn with_unlit(self, unlit: bool) -> MaterialProperties

Unlit (skip lighting calculations)

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pub fn unlit(&self) -> bool

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pub fn with_texture_scale(self, scale: impl Into<Vec2>) -> MaterialProperties

Sets the texture/UV scale for all textures.

This allows you to scale texture coordinates without modifying vertex data. Useful for tiling textures or adjusting texture density.

§Arguments
  • scale - The scale factor (Vec2). Default is (1.0, 1.0).
§Example
// Tile the texture 2x horizontally and 3x vertically
material.with_texture_scale(math::vec2(2.0, 3.0))
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pub fn texture_scale(&self) -> Vec2

Trait Implementations§

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impl Clone for MaterialProperties

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fn clone(&self) -> MaterialProperties

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for MaterialProperties

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fn default() -> MaterialProperties

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

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