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IStatusModelRenderer

Trait IStatusModelRenderer 

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pub trait IStatusModelRenderer: IScriptableRenderer {
Show 48 methods // Provided methods 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_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_render_transparent_forward_pass(self) -> CustomBaseTransparentPass { ... } fn set_m_render_transparent_forward_pass( self, value: CustomBaseTransparentPass, ) { ... } fn m_custom_trans_chara_mask_pass(self) -> CustomTransCharaMaskPass { ... } fn set_m_custom_trans_chara_mask_pass(self, value: CustomTransCharaMaskPass) { ... } 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_custom_mixed_resolution_pass(self) -> CustomMixedResolutionPass { ... } fn set_m_custom_mixed_resolution_pass( self, value: CustomMixedResolutionPass, ) { ... } 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_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) { ... }
}

Provided Methods§

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fn m_copy_depth_pass(self) -> CopyDepthPass

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fn set_m_copy_depth_pass(self, value: CopyDepthPass)

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fn m_copy_color_pass(self) -> CopyColorPass

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fn set_m_copy_color_pass(self, value: CopyColorPass)

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fn m_custom_base_opaque_pass(self) -> CustomBaseOpaquePass

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fn set_m_custom_base_opaque_pass(self, value: CustomBaseOpaquePass)

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fn m_custom_chara_opaque_pass(self) -> CustomCharaOpaquePass

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fn set_m_custom_chara_opaque_pass(self, value: CustomCharaOpaquePass)

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fn m_render_transparent_forward_pass(self) -> CustomBaseTransparentPass

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fn set_m_render_transparent_forward_pass(self, value: CustomBaseTransparentPass)

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fn m_custom_trans_chara_mask_pass(self) -> CustomTransCharaMaskPass

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fn set_m_custom_trans_chara_mask_pass(self, value: CustomTransCharaMaskPass)

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fn m_post_process_pass(self) -> PostProcessPass

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fn set_m_post_process_pass(self, value: PostProcessPass)

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fn m_final_post_process_pass(self) -> PostProcessPass

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fn set_m_final_post_process_pass(self, value: PostProcessPass)

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fn m_final_blit_pass(self) -> FinalBlitPass

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fn set_m_final_blit_pass(self, value: FinalBlitPass)

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fn m_custom_mixed_resolution_pass(self) -> CustomMixedResolutionPass

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fn set_m_custom_mixed_resolution_pass(self, value: CustomMixedResolutionPass)

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fn m_active_camera_color_attachment(self) -> RenderTargetHandle

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fn set_m_active_camera_color_attachment(self, value: RenderTargetHandle)

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fn m_active_camera_depth_attachment(self) -> RenderTargetHandle

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fn set_m_active_camera_depth_attachment(self, value: RenderTargetHandle)

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fn m_camera_color_attachment(self) -> RenderTargetHandle

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fn set_m_camera_color_attachment(self, value: RenderTargetHandle)

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fn m_camera_depth_attachment(self) -> RenderTargetHandle

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fn set_m_camera_depth_attachment(self, value: RenderTargetHandle)

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fn m_depth_texture(self) -> RenderTargetHandle

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fn set_m_depth_texture(self, value: RenderTargetHandle)

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fn m_opaque_color(self) -> RenderTargetHandle

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fn set_m_opaque_color(self, value: RenderTargetHandle)

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fn m_after_post_process_color(self) -> RenderTargetHandle

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fn set_m_after_post_process_color(self, value: RenderTargetHandle)

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fn m_color_grading_lut(self) -> RenderTargetHandle

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fn set_m_color_grading_lut(self, value: RenderTargetHandle)

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fn m_forward_lights(self) -> ForwardLights

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fn set_m_forward_lights(self, value: ForwardLights)

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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_copy_depth_material(self) -> Material

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fn set_m_copy_depth_material(self, value: Material)

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fn m_sampling_material(self) -> Material

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fn set_m_sampling_material(self, value: Material)

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fn m_downsample_depth_material(self) -> Material

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fn set_m_downsample_depth_material(self, value: Material)

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fn m_half_reso_composite_material(self) -> Material

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fn set_m_half_reso_composite_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.

Implementors§