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§
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)
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.