pub struct UnityMaterialData {
pub name: String,
pub shader: Option<ObjRef>,
pub textures: Vec<(String, TexEnv)>,
pub floats: Vec<(String, f32)>,
pub ints: Vec<(String, i64)>,
pub colors: Vec<(String, [f32; 4])>,
pub keywords: Vec<String>,
pub tags: Vec<(String, String)>,
pub render_queue: i64,
}Expand description
A Material as stored, its properties in stored order.
Fields§
§name: Stringm_Name.
shader: Option<ObjRef>The material’s shader; None for a null pointer.
textures: Vec<(String, TexEnv)>Texture properties by name (m_TexEnvs).
floats: Vec<(String, f32)>Float properties by name (m_Floats).
ints: Vec<(String, i64)>Integer properties by name (m_Ints).
colors: Vec<(String, [f32; 4])>RGBA as stored (gamma-encoded for colour properties).
keywords: Vec<String>The enabled shader keywords.
Override tags (stringTagMap).
render_queue: i64m_CustomRenderQueue (-1: the shader’s).
Implementations§
Trait Implementations§
Source§impl Clone for UnityMaterialData
impl Clone for UnityMaterialData
Source§impl Debug for UnityMaterialData
impl Debug for UnityMaterialData
Source§impl PartialEq for UnityMaterialData
impl PartialEq for UnityMaterialData
impl StructuralPartialEq for UnityMaterialData
Auto Trait Implementations§
impl Freeze for UnityMaterialData
impl RefUnwindSafe for UnityMaterialData
impl Send for UnityMaterialData
impl Sync for UnityMaterialData
impl Unpin for UnityMaterialData
impl UnsafeUnpin for UnityMaterialData
impl UnwindSafe for UnityMaterialData
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