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§
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)
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.