pub trait IAdditionalLightsShadowCasterPass: IScriptableRenderPass {
Show 28 methods
// Provided methods
fn m_use_structured_buffer(self) -> bool { ... }
fn set_m_use_structured_buffer(self, value: bool) { ... }
fn m_additional_lights_shadowmap(self) -> RenderTargetHandle { ... }
fn set_m_additional_lights_shadowmap(self, value: RenderTargetHandle) { ... }
fn m_additional_lights_shadowmap_texture(self) -> RenderTexture { ... }
fn set_m_additional_lights_shadowmap_texture(self, value: RenderTexture) { ... }
fn m_shadowmap_width(self) -> i32 { ... }
fn set_m_shadowmap_width(self, value: i32) { ... }
fn m_shadowmap_height(self) -> i32 { ... }
fn set_m_shadowmap_height(self, value: i32) { ... }
fn m_additional_light_slices(self) -> Array<ShadowSliceData> { ... }
fn set_m_additional_light_slices(self, value: Array<ShadowSliceData>) { ... }
fn m_additional_lights_world_to_shadow(self) -> Array<Matrix4x4> { ... }
fn set_m_additional_lights_world_to_shadow(self, value: Array<Matrix4x4>) { ... }
fn m_additional_lights_shadow_params(self) -> Array<Vector4> { ... }
fn set_m_additional_lights_shadow_params(self, value: Array<Vector4>) { ... }
fn m_additional_lights_shadow_data(self) -> Array<ShaderInput_ShadowData> { ... }
fn set_m_additional_lights_shadow_data(
self,
value: Array<ShaderInput_ShadowData>,
) { ... }
fn m_additional_shadow_casting_light_indices(self) -> List_1<i32> { ... }
fn set_m_additional_shadow_casting_light_indices(self, value: List_1<i32>) { ... }
fn m_additional_shadow_casting_light_indices_map(self) -> List_1<i32> { ... }
fn set_m_additional_shadow_casting_light_indices_map(
self,
value: List_1<i32>,
) { ... }
fn m_shadow_casting_light_indices_map(self) -> List_1<i32> { ... }
fn set_m_shadow_casting_light_indices_map(self, value: List_1<i32>) { ... }
fn m_supports_box_filter_for_shadows(self) -> bool { ... }
fn set_m_supports_box_filter_for_shadows(self, value: bool) { ... }
fn m_profiling_setup_sampler(self) -> ProfilingSampler { ... }
fn set_m_profiling_setup_sampler(self, value: ProfilingSampler) { ... }
}Provided Methods§
fn m_use_structured_buffer(self) -> bool
fn set_m_use_structured_buffer(self, value: bool)
fn m_additional_lights_shadowmap(self) -> RenderTargetHandle
fn set_m_additional_lights_shadowmap(self, value: RenderTargetHandle)
fn m_additional_lights_shadowmap_texture(self) -> RenderTexture
fn set_m_additional_lights_shadowmap_texture(self, value: RenderTexture)
fn m_shadowmap_width(self) -> i32
fn set_m_shadowmap_width(self, value: i32)
fn m_shadowmap_height(self) -> i32
fn set_m_shadowmap_height(self, value: i32)
fn m_additional_light_slices(self) -> Array<ShadowSliceData>
fn set_m_additional_light_slices(self, value: Array<ShadowSliceData>)
fn m_additional_lights_world_to_shadow(self) -> Array<Matrix4x4>
fn set_m_additional_lights_world_to_shadow(self, value: Array<Matrix4x4>)
fn m_additional_lights_shadow_params(self) -> Array<Vector4>
fn set_m_additional_lights_shadow_params(self, value: Array<Vector4>)
fn m_additional_lights_shadow_data(self) -> Array<ShaderInput_ShadowData>
fn set_m_additional_lights_shadow_data( self, value: Array<ShaderInput_ShadowData>, )
fn m_additional_shadow_casting_light_indices(self) -> List_1<i32>
fn set_m_additional_shadow_casting_light_indices(self, value: List_1<i32>)
fn m_additional_shadow_casting_light_indices_map(self) -> List_1<i32>
fn set_m_additional_shadow_casting_light_indices_map(self, value: List_1<i32>)
fn m_shadow_casting_light_indices_map(self) -> List_1<i32>
fn set_m_shadow_casting_light_indices_map(self, value: List_1<i32>)
fn m_supports_box_filter_for_shadows(self) -> bool
fn set_m_supports_box_filter_for_shadows(self, value: bool)
fn m_profiling_setup_sampler(self) -> ProfilingSampler
fn set_m_profiling_setup_sampler(self, value: ProfilingSampler)
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.