pub trait IDrawObjectsPassMethods: IDrawObjectsPass {
// Provided methods
fn ctor(
self,
profiler_tag: impl Into<Il2CppString>,
shader_tag_ids: impl Into<Array<ShaderTagId>>,
opaque: impl Into<bool>,
evt: impl Into<RenderPassEvent>,
render_queue_range: impl Into<RenderQueueRange>,
layer_mask: impl Into<LayerMask>,
stencil_state: impl Into<StencilState>,
stencil_reference: impl Into<i32>,
) { ... }
fn ctor_2(
self,
profiler_tag: impl Into<Il2CppString>,
opaque: impl Into<bool>,
evt: impl Into<RenderPassEvent>,
render_queue_range: impl Into<RenderQueueRange>,
layer_mask: impl Into<LayerMask>,
stencil_state: impl Into<StencilState>,
stencil_reference: impl Into<i32>,
) { ... }
fn ctor_3(
self,
profile_id: impl Into<URPProfileId>,
opaque: impl Into<bool>,
evt: impl Into<RenderPassEvent>,
render_queue_range: impl Into<RenderQueueRange>,
layer_mask: impl Into<LayerMask>,
stencil_state: impl Into<StencilState>,
stencil_reference: impl Into<i32>,
) { ... }
fn execute(
self,
context: impl Into<ScriptableRenderContext>,
) -> RenderingData { ... }
}Provided Methods§
Sourcefn ctor(
self,
profiler_tag: impl Into<Il2CppString>,
shader_tag_ids: impl Into<Array<ShaderTagId>>,
opaque: impl Into<bool>,
evt: impl Into<RenderPassEvent>,
render_queue_range: impl Into<RenderQueueRange>,
layer_mask: impl Into<LayerMask>,
stencil_state: impl Into<StencilState>,
stencil_reference: impl Into<i32>,
)
fn ctor( self, profiler_tag: impl Into<Il2CppString>, shader_tag_ids: impl Into<Array<ShaderTagId>>, opaque: impl Into<bool>, evt: impl Into<RenderPassEvent>, render_queue_range: impl Into<RenderQueueRange>, layer_mask: impl Into<LayerMask>, stencil_state: impl Into<StencilState>, stencil_reference: impl Into<i32>, )
.ctor(::unity::Il2CppString, ::unity::Array<crate::unity_engine::rendering::shadertagid::ShaderTagId>, bool, crate::unity_engine::rendering::universal::renderpassevent::RenderPassEvent, crate::unity_engine::rendering::renderqueuerange::RenderQueueRange, crate::unity_engine::layermask::LayerMask, crate::unity_engine::rendering::stencilstate::StencilState, i32) overload
Sourcefn ctor_2(
self,
profiler_tag: impl Into<Il2CppString>,
opaque: impl Into<bool>,
evt: impl Into<RenderPassEvent>,
render_queue_range: impl Into<RenderQueueRange>,
layer_mask: impl Into<LayerMask>,
stencil_state: impl Into<StencilState>,
stencil_reference: impl Into<i32>,
)
fn ctor_2( self, profiler_tag: impl Into<Il2CppString>, opaque: impl Into<bool>, evt: impl Into<RenderPassEvent>, render_queue_range: impl Into<RenderQueueRange>, layer_mask: impl Into<LayerMask>, stencil_state: impl Into<StencilState>, stencil_reference: impl Into<i32>, )
.ctor(::unity::Il2CppString, bool, crate::unity_engine::rendering::universal::renderpassevent::RenderPassEvent, crate::unity_engine::rendering::renderqueuerange::RenderQueueRange, crate::unity_engine::layermask::LayerMask, crate::unity_engine::rendering::stencilstate::StencilState, i32) overload
Sourcefn ctor_3(
self,
profile_id: impl Into<URPProfileId>,
opaque: impl Into<bool>,
evt: impl Into<RenderPassEvent>,
render_queue_range: impl Into<RenderQueueRange>,
layer_mask: impl Into<LayerMask>,
stencil_state: impl Into<StencilState>,
stencil_reference: impl Into<i32>,
)
fn ctor_3( self, profile_id: impl Into<URPProfileId>, opaque: impl Into<bool>, evt: impl Into<RenderPassEvent>, render_queue_range: impl Into<RenderQueueRange>, layer_mask: impl Into<LayerMask>, stencil_state: impl Into<StencilState>, stencil_reference: impl Into<i32>, )
.ctor(crate::unity_engine::rendering::universal::urpprofileid::URPProfileId, bool, crate::unity_engine::rendering::universal::renderpassevent::RenderPassEvent, crate::unity_engine::rendering::renderqueuerange::RenderQueueRange, crate::unity_engine::layermask::LayerMask, crate::unity_engine::rendering::stencilstate::StencilState, i32) 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
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: IDrawObjectsPass> IDrawObjectsPassMethods for __T
unity_engine-rendering-universal-internal-drawobjectspass only.