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UnlitMaterial

Struct UnlitMaterial 

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pub struct UnlitMaterial {
    pub auto_sync_texture_to_uniforms: bool,
    /* private fields */
}

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§auto_sync_texture_to_uniforms: bool

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impl UnlitMaterial

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pub fn new(color: Vec4) -> UnlitMaterial

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pub fn with_color(self, color: Vec4) -> UnlitMaterial

Sets the base color (builder).

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pub fn with_opacity(self, opacity: f32) -> UnlitMaterial

Sets the opacity (builder).

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pub fn with_map(self, handle: TextureHandle) -> UnlitMaterial

Sets the color map texture (builder).

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pub fn with_side(self, side: Side) -> UnlitMaterial

Sets the face culling side (builder).

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pub fn with_alpha_mode(self, mode: AlphaMode) -> UnlitMaterial

Sets the alpha mode (builder).

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pub fn with_depth_write(self, enabled: bool) -> UnlitMaterial

Sets depth write (builder).

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impl UnlitMaterial

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pub fn settings_mut(&self) -> SettingsGuard<'_>

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pub fn settings(&self) -> MaterialSettings

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pub fn set_alpha_mode(&self, mode: AlphaMode)

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pub fn alpha_mode(&self) -> AlphaMode

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pub fn set_side(&self, side: Side)

Sets the face culling mode (Front/Back/Double).

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pub fn side(&self) -> Side

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pub fn set_depth_test(&self, depth_test: bool)

Enables or disables depth testing.

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pub fn depth_test(&self) -> bool

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pub fn set_depth_write(&self, depth_write: bool)

Enables or disables depth writing. For transparent objects, it’s usually recommended to disable this.

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pub fn depth_write(&self) -> bool

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pub fn uniforms_mut(&self) -> BufferGuard<'_, UnlitUniforms>

Gets a mutable accessor for all Uniform parameters (for batch modifications). The Guard will automatically mark data as Dirty when it goes out of scope.

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pub fn uniforms(&self) -> BufferReadGuard<'_, UnlitUniforms>

Gets a read-only accessor for all Uniform parameters.

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pub fn set_color(&self, value: Vec4)

Base color.

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pub fn color(&self) -> Vec4

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pub fn set_opacity(&self, value: f32)

Opacity value.

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pub fn opacity(&self) -> f32

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pub fn set_alpha_test(&self, value: f32)

Alpha test threshold.

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pub fn alpha_test(&self) -> f32

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pub fn set_map(&self, value: Option<TextureHandle>)

The color map.

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pub fn map(&self) -> Option<TextureHandle>

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pub fn set_map_transform(&self, transform: TextureTransform)

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pub fn configure_map<F>(&self, f: F)
where F: FnOnce(&mut TextureSlot),

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pub fn flush_texture_transforms(&self) -> bool

Flushes texture transform matrices to Uniforms. Only writes when values actually change, avoiding unnecessary version bumps. Returns whether any data was updated.

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pub fn configure<F>(&self, f: F)
where F: FnOnce(&UnlitUniforms),

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pub fn notify_pipeline_dirty(&self)

Manually notifies that the material pipeline needs to be rebuilt.

Note: In most cases, you don’t need to call this method manually, as modifying texture slots through the standard API will automatically track version changes. This method is only for the following special scenarios:

  • After directly modifying pub(crate) fields (e.g., in loader internal code)
  • When you’re certain the material configuration has changed but the version hasn’t been updated

Trait Implementations§

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impl Clone for UnlitMaterial

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fn clone(&self) -> UnlitMaterial

Returns a duplicate 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 UnlitMaterial

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

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

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fn default() -> UnlitMaterial

Returns the “default value” for a type. Read more
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impl From<UnlitMaterial> for Material

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fn from(data: UnlitMaterial) -> Material

Converts to this type from the input type.
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impl MaterialTrait for UnlitMaterial

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fn as_any(&self) -> &(dyn Any + 'static)

Returns self as Any for downcasting.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns mutable self as Any for downcasting.
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impl RenderableMaterialTrait for UnlitMaterial

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

Returns the shader template name.
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fn version(&self) -> u64

Returns the material version (used for cache invalidation).
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fn settings(&self) -> MaterialSettings

Returns material rendering settings.
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fn uniform_buffer(&self) -> BufferRef

Returns a reference to the uniform buffer.
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fn with_uniform_bytes(&self, visitor: &mut dyn FnMut(&[u8]))

Provides uniform data bytes to the callback.
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fn shader_defines(&self) -> ShaderDefines

Returns shader macro definitions based on current material state.
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fn visit_textures(&self, visitor: &mut dyn FnMut(&TextureSource))

Visits all textures used by this material.
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fn define_bindings<'a>(&'a self, builder: &mut ResourceBuilder<'a>)

Defines GPU resource bindings for this material.
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fn extra_defines(&self, _defines: &mut ShaderDefines)

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impl ResolveMaterial for UnlitMaterial

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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