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ICustomBaseOpaquePass

Trait ICustomBaseOpaquePass 

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pub trait ICustomBaseOpaquePass: IScriptableRenderPass {
Show 32 methods // Provided methods fn m_filtering_settings(self) -> FilteringSettings { ... } fn set_m_filtering_settings(self, value: FilteringSettings) { ... } fn m_render_state_block(self) -> RenderStateBlock { ... } fn set_m_render_state_block(self, value: RenderStateBlock) { ... } fn m_default_shader_tag_id(self) -> ShaderTagId { ... } fn set_m_default_shader_tag_id(self, value: ShaderTagId) { ... } fn m_shader_tag_id_list(self) -> List_1<ShaderTagId> { ... } fn set_m_shader_tag_id_list(self, value: List_1<ShaderTagId>) { ... } fn m_profiler_tag(self) -> Il2CppString { ... } fn set_m_profiler_tag(self, value: Il2CppString) { ... } fn m_profiling_sampler(self) -> ProfilingSampler { ... } fn set_m_profiling_sampler(self, value: ProfilingSampler) { ... } fn m_no_override_state_shader_tag_id(self) -> ShaderTagId { ... } fn set_m_no_override_state_shader_tag_id(self, value: ShaderTagId) { ... } fn m_no_override_state_shader_tag_id_list(self) -> List_1<ShaderTagId> { ... } fn set_m_no_override_state_shader_tag_id_list( self, value: List_1<ShaderTagId>, ) { ... } fn m_depth_state(self) -> DepthState { ... } fn set_m_depth_state(self, value: DepthState) { ... } fn m_z_prepass_enabled(self) -> bool { ... } fn set_m_z_prepass_enabled(self, value: bool) { ... } fn m_z_prepass_optimized_sort(self) -> bool { ... } fn set_m_z_prepass_optimized_sort(self, value: bool) { ... } fn m_blit_material(self) -> Material { ... } fn set_m_blit_material(self, value: Material) { ... } fn m_silhouette_color_prop_id(self) -> Array<i32> { ... } fn set_m_silhouette_color_prop_id(self, value: Array<i32>) { ... } fn m_custom_viewport(self) -> bool { ... } fn set_m_custom_viewport(self, value: bool) { ... } fn m_custom_viewport_rect(self) -> Rect { ... } fn set_m_custom_viewport_rect(self, value: Rect) { ... } fn m_original_viewport_rect(self) -> Rect { ... } fn set_m_original_viewport_rect(self, value: Rect) { ... }
}

Provided Methods§

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fn m_filtering_settings(self) -> FilteringSettings

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fn set_m_filtering_settings(self, value: FilteringSettings)

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fn m_render_state_block(self) -> RenderStateBlock

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fn set_m_render_state_block(self, value: RenderStateBlock)

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fn m_default_shader_tag_id(self) -> ShaderTagId

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fn set_m_default_shader_tag_id(self, value: ShaderTagId)

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fn m_shader_tag_id_list(self) -> List_1<ShaderTagId>

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fn set_m_shader_tag_id_list(self, value: List_1<ShaderTagId>)

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fn m_profiler_tag(self) -> Il2CppString

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fn set_m_profiler_tag(self, value: Il2CppString)

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fn m_profiling_sampler(self) -> ProfilingSampler

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fn set_m_profiling_sampler(self, value: ProfilingSampler)

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fn m_no_override_state_shader_tag_id(self) -> ShaderTagId

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fn set_m_no_override_state_shader_tag_id(self, value: ShaderTagId)

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fn m_no_override_state_shader_tag_id_list(self) -> List_1<ShaderTagId>

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fn set_m_no_override_state_shader_tag_id_list(self, value: List_1<ShaderTagId>)

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fn m_depth_state(self) -> DepthState

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fn set_m_depth_state(self, value: DepthState)

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fn m_z_prepass_enabled(self) -> bool

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fn set_m_z_prepass_enabled(self, value: bool)

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fn m_z_prepass_optimized_sort(self) -> bool

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fn set_m_z_prepass_optimized_sort(self, value: bool)

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fn m_blit_material(self) -> Material

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fn set_m_blit_material(self, value: Material)

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fn m_silhouette_color_prop_id(self) -> Array<i32>

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fn set_m_silhouette_color_prop_id(self, value: Array<i32>)

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fn m_custom_viewport(self) -> bool

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fn set_m_custom_viewport(self, value: bool)

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fn m_custom_viewport_rect(self) -> Rect

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fn set_m_custom_viewport_rect(self, value: Rect)

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fn m_original_viewport_rect(self) -> Rect

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fn set_m_original_viewport_rect(self, value: Rect)

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.

Implementors§