pub trait ICustomForwardRenderer: IScriptableRenderer {
Show 88 methods
// Provided methods
fn m_color_grading_lut_pass(self) -> ColorGradingLutPass { ... }
fn set_m_color_grading_lut_pass(self, value: ColorGradingLutPass) { ... }
fn m_depth_prepass(self) -> DepthOnlyPass { ... }
fn set_m_depth_prepass(self, value: DepthOnlyPass) { ... }
fn m_main_light_shadow_caster_pass(self) -> MainLightShadowCasterPass { ... }
fn set_m_main_light_shadow_caster_pass(
self,
value: MainLightShadowCasterPass,
) { ... }
fn m_custom_shadow_caster_pass(self) -> CustomShadowCasterPass { ... }
fn set_m_custom_shadow_caster_pass(self, value: CustomShadowCasterPass) { ... }
fn m_custom_shadow_no_caster_pass(self) -> CustomShadowNoCasterPass { ... }
fn set_m_custom_shadow_no_caster_pass(self, value: CustomShadowNoCasterPass) { ... }
fn m_custom_decals_pass(self) -> CustomDecalsPass { ... }
fn set_m_custom_decals_pass(self, value: CustomDecalsPass) { ... }
fn m_custom_z_pre_pass(self) -> CustomZPrePass { ... }
fn set_m_custom_z_pre_pass(self, value: CustomZPrePass) { ... }
fn m_custom_base_opaque_pass(self) -> CustomBaseOpaquePass { ... }
fn set_m_custom_base_opaque_pass(self, value: CustomBaseOpaquePass) { ... }
fn m_custom_chara_opaque_pass(self) -> CustomCharaOpaquePass { ... }
fn set_m_custom_chara_opaque_pass(self, value: CustomCharaOpaquePass) { ... }
fn m_draw_skybox_pass(self) -> DrawSkyboxPass { ... }
fn set_m_draw_skybox_pass(self, value: DrawSkyboxPass) { ... }
fn m_copy_depth_pass(self) -> CopyDepthPass { ... }
fn set_m_copy_depth_pass(self, value: CopyDepthPass) { ... }
fn m_copy_color_pass(self) -> CopyColorPass { ... }
fn set_m_copy_color_pass(self, value: CopyColorPass) { ... }
fn m_custom_light_occlusion_pass(self) -> CustomLightOcclusionPass { ... }
fn set_m_custom_light_occlusion_pass(self, value: CustomLightOcclusionPass) { ... }
fn m_transparent_settings_pass(self) -> TransparentSettingsPass { ... }
fn set_m_transparent_settings_pass(self, value: TransparentSettingsPass) { ... }
fn m_render_former_transparent_forward_pass(
self,
) -> CustomBaseTransparentPass { ... }
fn set_m_render_former_transparent_forward_pass(
self,
value: CustomBaseTransparentPass,
) { ... }
fn m_render_latter_transparent_forward_pass(
self,
) -> CustomBaseTransparentPass { ... }
fn set_m_render_latter_transparent_forward_pass(
self,
value: CustomBaseTransparentPass,
) { ... }
fn m_transparents_layer_pass0(self) -> CustomTransparentsLayerPass { ... }
fn set_m_transparents_layer_pass0(self, value: CustomTransparentsLayerPass) { ... }
fn m_transparents_layer_pass1(self) -> CustomTransparentsLayerPass { ... }
fn set_m_transparents_layer_pass1(self, value: CustomTransparentsLayerPass) { ... }
fn m_custom_mixed_resolution_pass(self) -> CustomMixedResolutionPass { ... }
fn set_m_custom_mixed_resolution_pass(
self,
value: CustomMixedResolutionPass,
) { ... }
fn m_custom_full_effect_pass(self) -> CustomEffectPass { ... }
fn set_m_custom_full_effect_pass(self, value: CustomEffectPass) { ... }
fn m_post_process_pass(self) -> PostProcessPass { ... }
fn set_m_post_process_pass(self, value: PostProcessPass) { ... }
fn m_final_post_process_pass(self) -> PostProcessPass { ... }
fn set_m_final_post_process_pass(self, value: PostProcessPass) { ... }
fn m_final_blit_pass(self) -> FinalBlitPass { ... }
fn set_m_final_blit_pass(self, value: FinalBlitPass) { ... }
fn m_capture_pass(self) -> CapturePass { ... }
fn set_m_capture_pass(self, value: CapturePass) { ... }
fn m_z_prepass_feature(self) -> ZPrepassFeatureSet { ... }
fn set_m_z_prepass_feature(self, value: ZPrepassFeatureSet) { ... }
fn zprepass_sorting_criteria(self) -> ZPrepassSortingCriteria { ... }
fn set_zprepass_sorting_criteria(self, value: ZPrepassSortingCriteria) { ... }
fn m_mixed_resolution_flag(self) -> ForwardRendererData_MixedResolutionFlag { ... }
fn set_m_mixed_resolution_flag(
self,
value: ForwardRendererData_MixedResolutionFlag,
) { ... }
fn m_active_camera_color_attachment(self) -> RenderTargetHandle { ... }
fn set_m_active_camera_color_attachment(self, value: RenderTargetHandle) { ... }
fn m_active_camera_depth_attachment(self) -> RenderTargetHandle { ... }
fn set_m_active_camera_depth_attachment(self, value: RenderTargetHandle) { ... }
fn m_camera_color_attachment(self) -> RenderTargetHandle { ... }
fn set_m_camera_color_attachment(self, value: RenderTargetHandle) { ... }
fn m_camera_depth_attachment(self) -> RenderTargetHandle { ... }
fn set_m_camera_depth_attachment(self, value: RenderTargetHandle) { ... }
fn m_depth_texture(self) -> RenderTargetHandle { ... }
fn set_m_depth_texture(self, value: RenderTargetHandle) { ... }
fn m_opaque_color(self) -> RenderTargetHandle { ... }
fn set_m_opaque_color(self, value: RenderTargetHandle) { ... }
fn m_after_post_process_color(self) -> RenderTargetHandle { ... }
fn set_m_after_post_process_color(self, value: RenderTargetHandle) { ... }
fn m_color_grading_lut(self) -> RenderTargetHandle { ... }
fn set_m_color_grading_lut(self, value: RenderTargetHandle) { ... }
fn m_forward_lights(self) -> ForwardLights { ... }
fn set_m_forward_lights(self, value: ForwardLights) { ... }
fn m_blit_material(self) -> Material { ... }
fn set_m_blit_material(self, value: Material) { ... }
fn m_copy_depth_material(self) -> Material { ... }
fn set_m_copy_depth_material(self, value: Material) { ... }
fn m_sampling_material(self) -> Material { ... }
fn set_m_sampling_material(self, value: Material) { ... }
fn m_screenspace_shadows_material(self) -> Material { ... }
fn set_m_screenspace_shadows_material(self, value: Material) { ... }
fn m_z_prepass_material(self) -> Material { ... }
fn set_m_z_prepass_material(self, value: Material) { ... }
fn m_downsample_depth_material(self) -> Material { ... }
fn set_m_downsample_depth_material(self, value: Material) { ... }
fn m_half_reso_composite_material(self) -> Material { ... }
fn set_m_half_reso_composite_material(self, value: Material) { ... }
fn m_light_occlusion_material(self) -> Material { ... }
fn set_m_light_occlusion_material(self, value: Material) { ... }
}Provided Methods§
fn m_color_grading_lut_pass(self) -> ColorGradingLutPass
fn set_m_color_grading_lut_pass(self, value: ColorGradingLutPass)
fn m_depth_prepass(self) -> DepthOnlyPass
fn set_m_depth_prepass(self, value: DepthOnlyPass)
fn m_main_light_shadow_caster_pass(self) -> MainLightShadowCasterPass
fn set_m_main_light_shadow_caster_pass(self, value: MainLightShadowCasterPass)
fn m_custom_shadow_caster_pass(self) -> CustomShadowCasterPass
fn set_m_custom_shadow_caster_pass(self, value: CustomShadowCasterPass)
fn m_custom_shadow_no_caster_pass(self) -> CustomShadowNoCasterPass
fn set_m_custom_shadow_no_caster_pass(self, value: CustomShadowNoCasterPass)
fn m_custom_decals_pass(self) -> CustomDecalsPass
fn set_m_custom_decals_pass(self, value: CustomDecalsPass)
fn m_custom_z_pre_pass(self) -> CustomZPrePass
fn set_m_custom_z_pre_pass(self, value: CustomZPrePass)
fn m_custom_base_opaque_pass(self) -> CustomBaseOpaquePass
fn set_m_custom_base_opaque_pass(self, value: CustomBaseOpaquePass)
fn m_custom_chara_opaque_pass(self) -> CustomCharaOpaquePass
fn set_m_custom_chara_opaque_pass(self, value: CustomCharaOpaquePass)
fn m_draw_skybox_pass(self) -> DrawSkyboxPass
fn set_m_draw_skybox_pass(self, value: DrawSkyboxPass)
fn m_copy_depth_pass(self) -> CopyDepthPass
fn set_m_copy_depth_pass(self, value: CopyDepthPass)
fn m_copy_color_pass(self) -> CopyColorPass
fn set_m_copy_color_pass(self, value: CopyColorPass)
fn m_custom_light_occlusion_pass(self) -> CustomLightOcclusionPass
fn set_m_custom_light_occlusion_pass(self, value: CustomLightOcclusionPass)
fn m_transparent_settings_pass(self) -> TransparentSettingsPass
fn set_m_transparent_settings_pass(self, value: TransparentSettingsPass)
fn m_render_former_transparent_forward_pass(self) -> CustomBaseTransparentPass
fn set_m_render_former_transparent_forward_pass( self, value: CustomBaseTransparentPass, )
fn m_render_latter_transparent_forward_pass(self) -> CustomBaseTransparentPass
fn set_m_render_latter_transparent_forward_pass( self, value: CustomBaseTransparentPass, )
fn m_transparents_layer_pass0(self) -> CustomTransparentsLayerPass
fn set_m_transparents_layer_pass0(self, value: CustomTransparentsLayerPass)
fn m_transparents_layer_pass1(self) -> CustomTransparentsLayerPass
fn set_m_transparents_layer_pass1(self, value: CustomTransparentsLayerPass)
fn m_custom_mixed_resolution_pass(self) -> CustomMixedResolutionPass
fn set_m_custom_mixed_resolution_pass(self, value: CustomMixedResolutionPass)
fn m_custom_full_effect_pass(self) -> CustomEffectPass
fn set_m_custom_full_effect_pass(self, value: CustomEffectPass)
fn m_post_process_pass(self) -> PostProcessPass
fn set_m_post_process_pass(self, value: PostProcessPass)
fn m_final_post_process_pass(self) -> PostProcessPass
fn set_m_final_post_process_pass(self, value: PostProcessPass)
fn m_final_blit_pass(self) -> FinalBlitPass
fn set_m_final_blit_pass(self, value: FinalBlitPass)
fn m_capture_pass(self) -> CapturePass
fn set_m_capture_pass(self, value: CapturePass)
fn m_z_prepass_feature(self) -> ZPrepassFeatureSet
fn set_m_z_prepass_feature(self, value: ZPrepassFeatureSet)
fn zprepass_sorting_criteria(self) -> ZPrepassSortingCriteria
fn set_zprepass_sorting_criteria(self, value: ZPrepassSortingCriteria)
fn m_mixed_resolution_flag(self) -> ForwardRendererData_MixedResolutionFlag
fn set_m_mixed_resolution_flag( self, value: ForwardRendererData_MixedResolutionFlag, )
fn m_active_camera_color_attachment(self) -> RenderTargetHandle
fn set_m_active_camera_color_attachment(self, value: RenderTargetHandle)
fn m_active_camera_depth_attachment(self) -> RenderTargetHandle
fn set_m_active_camera_depth_attachment(self, value: RenderTargetHandle)
fn m_camera_color_attachment(self) -> RenderTargetHandle
fn set_m_camera_color_attachment(self, value: RenderTargetHandle)
fn m_camera_depth_attachment(self) -> RenderTargetHandle
fn set_m_camera_depth_attachment(self, value: RenderTargetHandle)
fn m_depth_texture(self) -> RenderTargetHandle
fn set_m_depth_texture(self, value: RenderTargetHandle)
fn m_opaque_color(self) -> RenderTargetHandle
fn set_m_opaque_color(self, value: RenderTargetHandle)
fn m_after_post_process_color(self) -> RenderTargetHandle
fn set_m_after_post_process_color(self, value: RenderTargetHandle)
fn m_color_grading_lut(self) -> RenderTargetHandle
fn set_m_color_grading_lut(self, value: RenderTargetHandle)
fn m_forward_lights(self) -> ForwardLights
fn set_m_forward_lights(self, value: ForwardLights)
fn m_blit_material(self) -> Material
fn set_m_blit_material(self, value: Material)
fn m_copy_depth_material(self) -> Material
fn set_m_copy_depth_material(self, value: Material)
fn m_sampling_material(self) -> Material
fn set_m_sampling_material(self, value: Material)
fn m_screenspace_shadows_material(self) -> Material
fn set_m_screenspace_shadows_material(self, value: Material)
fn m_z_prepass_material(self) -> Material
fn set_m_z_prepass_material(self, value: Material)
fn m_downsample_depth_material(self) -> Material
fn set_m_downsample_depth_material(self, value: Material)
fn m_half_reso_composite_material(self) -> Material
fn set_m_half_reso_composite_material(self, value: Material)
fn m_light_occlusion_material(self) -> Material
fn set_m_light_occlusion_material(self, value: Material)
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.