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IForwardRenderer

Trait IForwardRenderer 

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pub trait IForwardRenderer: IScriptableRenderer {
Show 94 methods // Provided methods fn m_color_grading_lut_pass(self) -> ColorGradingLutPass { ... } fn set_m_color_grading_lut_pass(self, value: ColorGradingLutPass) { ... } fn m_depth_prepass(self) -> DepthOnlyPass { ... } fn set_m_depth_prepass(self, value: DepthOnlyPass) { ... } fn m_depth_normal_prepass(self) -> DepthNormalOnlyPass { ... } fn set_m_depth_normal_prepass(self, value: DepthNormalOnlyPass) { ... } fn m_main_light_shadow_caster_pass(self) -> MainLightShadowCasterPass { ... } fn set_m_main_light_shadow_caster_pass( self, value: MainLightShadowCasterPass, ) { ... } fn m_additional_lights_shadow_caster_pass( self, ) -> AdditionalLightsShadowCasterPass { ... } fn set_m_additional_lights_shadow_caster_pass( self, value: AdditionalLightsShadowCasterPass, ) { ... } fn m_g_buffer_pass(self) -> GBufferPass { ... } fn set_m_g_buffer_pass(self, value: GBufferPass) { ... } fn m_g_buffer_copy_depth_pass(self) -> CopyDepthPass { ... } fn set_m_g_buffer_copy_depth_pass(self, value: CopyDepthPass) { ... } fn m_tile_depth_range_pass(self) -> TileDepthRangePass { ... } fn set_m_tile_depth_range_pass(self, value: TileDepthRangePass) { ... } fn m_tile_depth_range_extra_pass(self) -> TileDepthRangePass { ... } fn set_m_tile_depth_range_extra_pass(self, value: TileDepthRangePass) { ... } fn m_deferred_pass(self) -> DeferredPass { ... } fn set_m_deferred_pass(self, value: DeferredPass) { ... } fn m_render_opaque_forward_only_pass(self) -> DrawObjectsPass { ... } fn set_m_render_opaque_forward_only_pass(self, value: DrawObjectsPass) { ... } fn m_render_opaque_forward_pass(self) -> DrawObjectsPass { ... } fn set_m_render_opaque_forward_pass(self, value: DrawObjectsPass) { ... } fn m_draw_skybox_pass(self) -> DrawSkyboxPass { ... } fn set_m_draw_skybox_pass(self, value: DrawSkyboxPass) { ... } 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_transparent_settings_pass(self) -> TransparentSettingsPass { ... } fn set_m_transparent_settings_pass(self, value: TransparentSettingsPass) { ... } fn m_render_transparent_forward_pass(self) -> DrawObjectsPass { ... } fn set_m_render_transparent_forward_pass(self, value: DrawObjectsPass) { ... } fn m_on_render_object_callback_pass( self, ) -> InvokeOnRenderObjectCallbackPass { ... } fn set_m_on_render_object_callback_pass( self, value: InvokeOnRenderObjectCallbackPass, ) { ... } 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_capture_pass(self) -> CapturePass { ... } fn set_m_capture_pass(self, value: CapturePass) { ... } fn m_xr_occlusion_mesh_pass(self) -> XROcclusionMeshPass { ... } fn set_m_xr_occlusion_mesh_pass(self, value: XROcclusionMeshPass) { ... } fn m_xr_copy_depth_pass(self) -> CopyDepthPass { ... } fn set_m_xr_copy_depth_pass(self, value: CopyDepthPass) { ... } 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_normals_texture(self) -> RenderTargetHandle { ... } fn set_m_normals_texture(self, value: RenderTargetHandle) { ... } fn m_g_buffer_handles(self) -> Array<RenderTargetHandle> { ... } fn set_m_g_buffer_handles(self, value: Array<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_depth_info_texture(self) -> RenderTargetHandle { ... } fn set_m_depth_info_texture(self, value: RenderTargetHandle) { ... } fn m_tile_depth_info_texture(self) -> RenderTargetHandle { ... } fn set_m_tile_depth_info_texture(self, value: RenderTargetHandle) { ... } fn m_forward_lights(self) -> ForwardLights { ... } fn set_m_forward_lights(self, value: ForwardLights) { ... } fn m_deferred_lights(self) -> DeferredLights { ... } fn set_m_deferred_lights(self, value: DeferredLights) { ... } fn m_rendering_mode(self) -> RenderingMode { ... } fn set_m_rendering_mode(self, value: RenderingMode) { ... } fn m_default_stencil_state(self) -> StencilState { ... } fn set_m_default_stencil_state(self, value: StencilState) { ... } 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_screenspace_shadows_material(self) -> Material { ... } fn set_m_screenspace_shadows_material(self, value: Material) { ... } fn m_tile_depth_info_material(self) -> Material { ... } fn set_m_tile_depth_info_material(self, value: Material) { ... } fn m_tile_deferred_material(self) -> Material { ... } fn set_m_tile_deferred_material(self, value: Material) { ... } fn m_stencil_deferred_material(self) -> Material { ... } fn set_m_stencil_deferred_material(self, value: Material) { ... }
}

Provided Methods§

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fn m_color_grading_lut_pass(self) -> ColorGradingLutPass

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fn set_m_color_grading_lut_pass(self, value: ColorGradingLutPass)

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fn m_depth_prepass(self) -> DepthOnlyPass

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fn set_m_depth_prepass(self, value: DepthOnlyPass)

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fn m_depth_normal_prepass(self) -> DepthNormalOnlyPass

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fn set_m_depth_normal_prepass(self, value: DepthNormalOnlyPass)

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fn m_main_light_shadow_caster_pass(self) -> MainLightShadowCasterPass

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fn set_m_main_light_shadow_caster_pass(self, value: MainLightShadowCasterPass)

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fn m_additional_lights_shadow_caster_pass( self, ) -> AdditionalLightsShadowCasterPass

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fn set_m_additional_lights_shadow_caster_pass( self, value: AdditionalLightsShadowCasterPass, )

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fn m_g_buffer_pass(self) -> GBufferPass

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fn set_m_g_buffer_pass(self, value: GBufferPass)

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fn m_g_buffer_copy_depth_pass(self) -> CopyDepthPass

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fn set_m_g_buffer_copy_depth_pass(self, value: CopyDepthPass)

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fn m_tile_depth_range_pass(self) -> TileDepthRangePass

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fn set_m_tile_depth_range_pass(self, value: TileDepthRangePass)

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fn m_tile_depth_range_extra_pass(self) -> TileDepthRangePass

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fn set_m_tile_depth_range_extra_pass(self, value: TileDepthRangePass)

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fn m_deferred_pass(self) -> DeferredPass

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fn set_m_deferred_pass(self, value: DeferredPass)

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fn m_render_opaque_forward_only_pass(self) -> DrawObjectsPass

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fn set_m_render_opaque_forward_only_pass(self, value: DrawObjectsPass)

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fn m_render_opaque_forward_pass(self) -> DrawObjectsPass

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fn set_m_render_opaque_forward_pass(self, value: DrawObjectsPass)

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fn m_draw_skybox_pass(self) -> DrawSkyboxPass

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fn set_m_draw_skybox_pass(self, value: DrawSkyboxPass)

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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_transparent_settings_pass(self) -> TransparentSettingsPass

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fn set_m_transparent_settings_pass(self, value: TransparentSettingsPass)

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fn m_render_transparent_forward_pass(self) -> DrawObjectsPass

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fn set_m_render_transparent_forward_pass(self, value: DrawObjectsPass)

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fn m_on_render_object_callback_pass(self) -> InvokeOnRenderObjectCallbackPass

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fn set_m_on_render_object_callback_pass( self, value: InvokeOnRenderObjectCallbackPass, )

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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_capture_pass(self) -> CapturePass

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fn set_m_capture_pass(self, value: CapturePass)

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fn m_xr_occlusion_mesh_pass(self) -> XROcclusionMeshPass

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fn set_m_xr_occlusion_mesh_pass(self, value: XROcclusionMeshPass)

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fn m_xr_copy_depth_pass(self) -> CopyDepthPass

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fn set_m_xr_copy_depth_pass(self, value: CopyDepthPass)

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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_normals_texture(self) -> RenderTargetHandle

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fn set_m_normals_texture(self, value: RenderTargetHandle)

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fn m_g_buffer_handles(self) -> Array<RenderTargetHandle>

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fn set_m_g_buffer_handles(self, value: Array<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_depth_info_texture(self) -> RenderTargetHandle

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fn set_m_depth_info_texture(self, value: RenderTargetHandle)

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fn m_tile_depth_info_texture(self) -> RenderTargetHandle

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fn set_m_tile_depth_info_texture(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_deferred_lights(self) -> DeferredLights

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fn set_m_deferred_lights(self, value: DeferredLights)

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fn m_rendering_mode(self) -> RenderingMode

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fn set_m_rendering_mode(self, value: RenderingMode)

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fn m_default_stencil_state(self) -> StencilState

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fn set_m_default_stencil_state(self, value: StencilState)

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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_screenspace_shadows_material(self) -> Material

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fn set_m_screenspace_shadows_material(self, value: Material)

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fn m_tile_depth_info_material(self) -> Material

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fn set_m_tile_depth_info_material(self, value: Material)

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fn m_tile_deferred_material(self) -> Material

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fn set_m_tile_deferred_material(self, value: Material)

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fn m_stencil_deferred_material(self) -> Material

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fn set_m_stencil_deferred_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§