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§
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)
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.