#[repr(C, packed(1))]pub struct ShaderMaterialBaseData { /* private fields */ }
Expand description
Change to u8s
base_color should be [u8; 4]
metallic should be u8
roughness should be u8
emissive_color should be [u8; 3]
occlusion factor is from:
A scalar parameter controlling the amount of occlusion applied. A value of 0.0
means no occlusion. A value of 1.0
means full occlusion. This value affects the final occlusion value as: 1.0 + strength * (<sampled occlusion texture value> - 1.0)
.
Implementations§
Trait Implementations§
Source§impl Debug for ShaderMaterialBaseData
impl Debug for ShaderMaterialBaseData
Source§impl Default for ShaderMaterialBaseData
impl Default for ShaderMaterialBaseData
Source§fn default() -> ShaderMaterialBaseData
fn default() -> ShaderMaterialBaseData
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl Freeze for ShaderMaterialBaseData
impl RefUnwindSafe for ShaderMaterialBaseData
impl Send for ShaderMaterialBaseData
impl Sync for ShaderMaterialBaseData
impl Unpin for ShaderMaterialBaseData
impl UnwindSafe for ShaderMaterialBaseData
Blanket Implementations§
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