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IAdditionalLightsShadowCasterPass

Trait IAdditionalLightsShadowCasterPass 

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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§

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fn m_use_structured_buffer(self) -> bool

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fn set_m_use_structured_buffer(self, value: bool)

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fn m_additional_lights_shadowmap(self) -> RenderTargetHandle

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fn set_m_additional_lights_shadowmap(self, value: RenderTargetHandle)

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fn m_additional_lights_shadowmap_texture(self) -> RenderTexture

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fn set_m_additional_lights_shadowmap_texture(self, value: RenderTexture)

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fn m_shadowmap_width(self) -> i32

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fn set_m_shadowmap_width(self, value: i32)

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fn m_shadowmap_height(self) -> i32

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fn set_m_shadowmap_height(self, value: i32)

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fn m_additional_light_slices(self) -> Array<ShadowSliceData>

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fn set_m_additional_light_slices(self, value: Array<ShadowSliceData>)

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fn m_additional_lights_world_to_shadow(self) -> Array<Matrix4x4>

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fn set_m_additional_lights_world_to_shadow(self, value: Array<Matrix4x4>)

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fn m_additional_lights_shadow_params(self) -> Array<Vector4>

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fn set_m_additional_lights_shadow_params(self, value: Array<Vector4>)

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fn m_additional_lights_shadow_data(self) -> Array<ShaderInput_ShadowData>

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fn set_m_additional_lights_shadow_data( self, value: Array<ShaderInput_ShadowData>, )

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fn m_additional_shadow_casting_light_indices(self) -> List_1<i32>

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fn set_m_additional_shadow_casting_light_indices(self, value: List_1<i32>)

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fn m_additional_shadow_casting_light_indices_map(self) -> List_1<i32>

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fn set_m_additional_shadow_casting_light_indices_map(self, value: List_1<i32>)

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fn m_shadow_casting_light_indices_map(self) -> List_1<i32>

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fn set_m_shadow_casting_light_indices_map(self, value: List_1<i32>)

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fn m_supports_box_filter_for_shadows(self) -> bool

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fn set_m_supports_box_filter_for_shadows(self, value: bool)

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fn m_profiling_setup_sampler(self) -> ProfilingSampler

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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.

Implementors§