pub trait IMainLightShadowCasterPassMethods: IMainLightShadowCasterPass {
// Provided methods
fn ctor(self, evt: impl Into<RenderPassEvent>) { ... }
fn setup(self) -> (bool, RenderingData) { ... }
fn configure(
self,
cmd: impl Into<CommandBuffer>,
camera_texture_descriptor: impl Into<RenderTextureDescriptor>,
) { ... }
fn execute(
self,
context: impl Into<ScriptableRenderContext>,
) -> RenderingData { ... }
fn on_camera_cleanup(self, cmd: impl Into<CommandBuffer>) { ... }
fn clear(self) { ... }
fn render_main_light_cascade_shadowmap(
self,
) -> (ScriptableRenderContext, CullingResults, LightData, ShadowData) { ... }
fn setup_main_light_shadow_receiver_constants(
self,
cmd: impl Into<CommandBuffer>,
shadow_light: impl Into<VisibleLight>,
supports_soft_shadows: impl Into<bool>,
) { ... }
}Provided Methods§
Sourcefn ctor(self, evt: impl Into<RenderPassEvent>)
fn ctor(self, evt: impl Into<RenderPassEvent>)
.ctor(crate::unity_engine::rendering::universal::renderpassevent::RenderPassEvent) overload
Sourcefn setup(self) -> (bool, RenderingData)
fn setup(self) -> (bool, RenderingData)
Setup(*mutcrate::unity_engine::rendering::universal::renderingdata::RenderingData) overload
Sourcefn configure(
self,
cmd: impl Into<CommandBuffer>,
camera_texture_descriptor: impl Into<RenderTextureDescriptor>,
)
fn configure( self, cmd: impl Into<CommandBuffer>, camera_texture_descriptor: impl Into<RenderTextureDescriptor>, )
Configure(crate::unity_engine::rendering::commandbuffer::CommandBuffer, crate::unity_engine::rendertexturedescriptor::RenderTextureDescriptor) overload
Sourcefn execute(self, context: impl Into<ScriptableRenderContext>) -> RenderingData
fn execute(self, context: impl Into<ScriptableRenderContext>) -> RenderingData
Execute(crate::unity_engine::rendering::scriptablerendercontext::ScriptableRenderContext, *mutcrate::unity_engine::rendering::universal::renderingdata::RenderingData) overload
Sourcefn on_camera_cleanup(self, cmd: impl Into<CommandBuffer>)
fn on_camera_cleanup(self, cmd: impl Into<CommandBuffer>)
OnCameraCleanup(crate::unity_engine::rendering::commandbuffer::CommandBuffer) overload
Sourcefn render_main_light_cascade_shadowmap(
self,
) -> (ScriptableRenderContext, CullingResults, LightData, ShadowData)
fn render_main_light_cascade_shadowmap( self, ) -> (ScriptableRenderContext, CullingResults, LightData, ShadowData)
RenderMainLightCascadeShadowmap(*mutcrate::unity_engine::rendering::scriptablerendercontext::ScriptableRenderContext, *mutcrate::unity_engine::rendering::cullingresults::CullingResults, *mutcrate::unity_engine::rendering::universal::lightdata::LightData, *mutcrate::unity_engine::rendering::universal::shadowdata::ShadowData) overload
Sourcefn setup_main_light_shadow_receiver_constants(
self,
cmd: impl Into<CommandBuffer>,
shadow_light: impl Into<VisibleLight>,
supports_soft_shadows: impl Into<bool>,
)
fn setup_main_light_shadow_receiver_constants( self, cmd: impl Into<CommandBuffer>, shadow_light: impl Into<VisibleLight>, supports_soft_shadows: impl Into<bool>, )
SetupMainLightShadowReceiverConstants(crate::unity_engine::rendering::commandbuffer::CommandBuffer, crate::unity_engine::rendering::visiblelight::VisibleLight, bool) overload
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§
impl<__T: IMainLightShadowCasterPass> IMainLightShadowCasterPassMethods for __T
unity_engine-rendering-universal-internal-mainlightshadowcasterpass only.