pub trait ICustomCharaOpaquePass: IScriptableRenderPass {
Show 36 methods
// Provided methods
fn m_profiling_sampler(self) -> ProfilingSampler { ... }
fn set_m_profiling_sampler(self, value: ProfilingSampler) { ... }
fn m_profiling_sampler2(self) -> ProfilingSampler { ... }
fn set_m_profiling_sampler2(self, value: ProfilingSampler) { ... }
fn m_profiling_sampler3(self) -> ProfilingSampler { ... }
fn set_m_profiling_sampler3(self, value: ProfilingSampler) { ... }
fn m_profiling_sampler4(self) -> ProfilingSampler { ... }
fn set_m_profiling_sampler4(self, value: ProfilingSampler) { ... }
fn m_filtering_settings(self) -> FilteringSettings { ... }
fn set_m_filtering_settings(self, value: FilteringSettings) { ... }
fn m_base_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_base_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_hair_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_hair_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_eye_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_eye_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_brow_shadow_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_brow_shadow_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_opaque_blend_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_opaque_blend_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_outline_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_outline_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_silhouette_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_silhouette_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_depth_only_shader_tag_id(self) -> ShaderTagId { ... }
fn set_m_depth_only_shader_tag_id(self, value: ShaderTagId) { ... }
fn m_override_render_state_block(self) -> RenderStateBlock { ... }
fn set_m_override_render_state_block(self, value: RenderStateBlock) { ... }
fn m_override_depth_state(self) -> DepthState { ... }
fn set_m_override_depth_state(self, value: DepthState) { ... }
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_profiling_sampler(self) -> ProfilingSampler
fn set_m_profiling_sampler(self, value: ProfilingSampler)
fn m_profiling_sampler2(self) -> ProfilingSampler
fn set_m_profiling_sampler2(self, value: ProfilingSampler)
fn m_profiling_sampler3(self) -> ProfilingSampler
fn set_m_profiling_sampler3(self, value: ProfilingSampler)
fn m_profiling_sampler4(self) -> ProfilingSampler
fn set_m_profiling_sampler4(self, value: ProfilingSampler)
fn m_filtering_settings(self) -> FilteringSettings
fn set_m_filtering_settings(self, value: FilteringSettings)
fn m_base_shader_tag_id(self) -> ShaderTagId
fn set_m_base_shader_tag_id(self, value: ShaderTagId)
fn m_hair_shader_tag_id(self) -> ShaderTagId
fn set_m_hair_shader_tag_id(self, value: ShaderTagId)
fn m_eye_shader_tag_id(self) -> ShaderTagId
fn set_m_eye_shader_tag_id(self, value: ShaderTagId)
fn m_brow_shadow_shader_tag_id(self) -> ShaderTagId
fn set_m_brow_shadow_shader_tag_id(self, value: ShaderTagId)
fn m_opaque_blend_shader_tag_id(self) -> ShaderTagId
fn set_m_opaque_blend_shader_tag_id(self, value: ShaderTagId)
fn m_outline_shader_tag_id(self) -> ShaderTagId
fn set_m_outline_shader_tag_id(self, value: ShaderTagId)
fn m_silhouette_shader_tag_id(self) -> ShaderTagId
fn set_m_silhouette_shader_tag_id(self, value: ShaderTagId)
fn m_depth_only_shader_tag_id(self) -> ShaderTagId
fn set_m_depth_only_shader_tag_id(self, value: ShaderTagId)
fn m_override_render_state_block(self) -> RenderStateBlock
fn set_m_override_render_state_block(self, value: RenderStateBlock)
fn m_override_depth_state(self) -> DepthState
fn set_m_override_depth_state(self, value: DepthState)
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.