pub trait IUniversalRenderPipelineAsset: IRenderPipelineAsset {
Show 92 methods
// Provided methods
fn m_default_shader(self) -> Shader { ... }
fn set_m_default_shader(self, value: Shader) { ... }
fn m_renderers(self) -> Array<ScriptableRenderer> { ... }
fn set_m_renderers(self, value: Array<ScriptableRenderer>) { ... }
fn k_asset_version(self) -> i32 { ... }
fn set_k_asset_version(self, value: i32) { ... }
fn k_asset_previous_version(self) -> i32 { ... }
fn set_k_asset_previous_version(self, value: i32) { ... }
fn m_renderer_type(self) -> RendererType { ... }
fn set_m_renderer_type(self, value: RendererType) { ... }
fn m_renderer_data(self) -> ScriptableRendererData { ... }
fn set_m_renderer_data(self, value: ScriptableRendererData) { ... }
fn m_renderer_data_list(self) -> Array<ScriptableRendererData> { ... }
fn set_m_renderer_data_list(self, value: Array<ScriptableRendererData>) { ... }
fn m_default_renderer_index(self) -> i32 { ... }
fn set_m_default_renderer_index(self, value: i32) { ... }
fn m_require_depth_texture(self) -> bool { ... }
fn set_m_require_depth_texture(self, value: bool) { ... }
fn m_require_opaque_texture(self) -> bool { ... }
fn set_m_require_opaque_texture(self, value: bool) { ... }
fn m_opaque_downsampling(self) -> Downsampling { ... }
fn set_m_opaque_downsampling(self, value: Downsampling) { ... }
fn m_supports_terrain_holes(self) -> bool { ... }
fn set_m_supports_terrain_holes(self, value: bool) { ... }
fn m_supports_hdr(self) -> bool { ... }
fn set_m_supports_hdr(self, value: bool) { ... }
fn m_msaa(self) -> MsaaQuality { ... }
fn set_m_msaa(self, value: MsaaQuality) { ... }
fn m_render_scale(self) -> f32 { ... }
fn set_m_render_scale(self, value: f32) { ... }
fn m_main_light_rendering_mode(self) -> LightRenderingMode { ... }
fn set_m_main_light_rendering_mode(self, value: LightRenderingMode) { ... }
fn m_main_light_shadows_supported(self) -> bool { ... }
fn set_m_main_light_shadows_supported(self, value: bool) { ... }
fn m_main_light_shadowmap_resolution(self) -> ShadowResolution_2 { ... }
fn set_m_main_light_shadowmap_resolution(self, value: ShadowResolution_2) { ... }
fn m_additional_lights_rendering_mode(self) -> LightRenderingMode { ... }
fn set_m_additional_lights_rendering_mode(self, value: LightRenderingMode) { ... }
fn m_additional_lights_per_object_limit(self) -> i32 { ... }
fn set_m_additional_lights_per_object_limit(self, value: i32) { ... }
fn m_additional_light_shadows_supported(self) -> bool { ... }
fn set_m_additional_light_shadows_supported(self, value: bool) { ... }
fn m_additional_lights_shadowmap_resolution(self) -> ShadowResolution_2 { ... }
fn set_m_additional_lights_shadowmap_resolution(
self,
value: ShadowResolution_2,
) { ... }
fn m_shadow_distance(self) -> f32 { ... }
fn set_m_shadow_distance(self, value: f32) { ... }
fn m_shadow_cascade_count(self) -> i32 { ... }
fn set_m_shadow_cascade_count(self, value: i32) { ... }
fn m_cascade2_split(self) -> f32 { ... }
fn set_m_cascade2_split(self, value: f32) { ... }
fn m_cascade3_split(self) -> Vector2 { ... }
fn set_m_cascade3_split(self, value: Vector2) { ... }
fn m_cascade4_split(self) -> Vector3 { ... }
fn set_m_cascade4_split(self, value: Vector3) { ... }
fn m_shadow_depth_bias(self) -> f32 { ... }
fn set_m_shadow_depth_bias(self, value: f32) { ... }
fn m_shadow_normal_bias(self) -> f32 { ... }
fn set_m_shadow_normal_bias(self, value: f32) { ... }
fn m_soft_shadows_supported(self) -> bool { ... }
fn set_m_soft_shadows_supported(self, value: bool) { ... }
fn m_use_srp_batcher(self) -> bool { ... }
fn set_m_use_srp_batcher(self, value: bool) { ... }
fn m_supports_dynamic_batching(self) -> bool { ... }
fn set_m_supports_dynamic_batching(self, value: bool) { ... }
fn m_mixed_lighting_supported(self) -> bool { ... }
fn set_m_mixed_lighting_supported(self, value: bool) { ... }
fn m_debug_level(self) -> PipelineDebugLevel { ... }
fn set_m_debug_level(self, value: PipelineDebugLevel) { ... }
fn m_use_adaptive_performance(self) -> bool { ... }
fn set_m_use_adaptive_performance(self, value: bool) { ... }
fn m_color_grading_mode(self) -> ColorGradingMode { ... }
fn set_m_color_grading_mode(self, value: ColorGradingMode) { ... }
fn m_color_grading_lut_size(self) -> i32 { ... }
fn set_m_color_grading_lut_size(self, value: i32) { ... }
fn m_shadow_type(self) -> ShadowQuality { ... }
fn set_m_shadow_type(self, value: ShadowQuality) { ... }
fn m_local_shadows_supported(self) -> bool { ... }
fn set_m_local_shadows_supported(self, value: bool) { ... }
fn m_local_shadows_atlas_resolution(self) -> ShadowResolution_2 { ... }
fn set_m_local_shadows_atlas_resolution(self, value: ShadowResolution_2) { ... }
fn m_max_pixel_lights(self) -> i32 { ... }
fn set_m_max_pixel_lights(self, value: i32) { ... }
fn m_shadow_atlas_resolution(self) -> ShadowResolution_2 { ... }
fn set_m_shadow_atlas_resolution(self, value: ShadowResolution_2) { ... }
fn m_shader_variant_log_level(self) -> ShaderVariantLogLevel { ... }
fn set_m_shader_variant_log_level(self, value: ShaderVariantLogLevel) { ... }
fn m_custom_shadow_data_list(self) -> Array<CustomShadowData> { ... }
fn set_m_custom_shadow_data_list(self, value: Array<CustomShadowData>) { ... }
fn m_sharpen_filter(self) -> bool { ... }
fn set_m_sharpen_filter(self, value: bool) { ... }
fn m_shadow_cascades(self) -> ShadowCascadesOption { ... }
fn set_m_shadow_cascades(self, value: ShadowCascadesOption) { ... }
}Provided Methods§
fn m_default_shader(self) -> Shader
fn set_m_default_shader(self, value: Shader)
fn m_renderers(self) -> Array<ScriptableRenderer>
fn set_m_renderers(self, value: Array<ScriptableRenderer>)
fn k_asset_version(self) -> i32
fn set_k_asset_version(self, value: i32)
fn k_asset_previous_version(self) -> i32
fn set_k_asset_previous_version(self, value: i32)
fn m_renderer_type(self) -> RendererType
fn set_m_renderer_type(self, value: RendererType)
fn m_renderer_data(self) -> ScriptableRendererData
fn set_m_renderer_data(self, value: ScriptableRendererData)
fn m_renderer_data_list(self) -> Array<ScriptableRendererData>
fn set_m_renderer_data_list(self, value: Array<ScriptableRendererData>)
fn m_default_renderer_index(self) -> i32
fn set_m_default_renderer_index(self, value: i32)
fn m_require_depth_texture(self) -> bool
fn set_m_require_depth_texture(self, value: bool)
fn m_require_opaque_texture(self) -> bool
fn set_m_require_opaque_texture(self, value: bool)
fn m_opaque_downsampling(self) -> Downsampling
fn set_m_opaque_downsampling(self, value: Downsampling)
fn m_supports_terrain_holes(self) -> bool
fn set_m_supports_terrain_holes(self, value: bool)
fn m_supports_hdr(self) -> bool
fn set_m_supports_hdr(self, value: bool)
fn m_msaa(self) -> MsaaQuality
fn set_m_msaa(self, value: MsaaQuality)
fn m_render_scale(self) -> f32
fn set_m_render_scale(self, value: f32)
fn m_main_light_rendering_mode(self) -> LightRenderingMode
fn set_m_main_light_rendering_mode(self, value: LightRenderingMode)
fn m_main_light_shadows_supported(self) -> bool
fn set_m_main_light_shadows_supported(self, value: bool)
fn m_main_light_shadowmap_resolution(self) -> ShadowResolution_2
fn set_m_main_light_shadowmap_resolution(self, value: ShadowResolution_2)
fn m_additional_lights_rendering_mode(self) -> LightRenderingMode
fn set_m_additional_lights_rendering_mode(self, value: LightRenderingMode)
fn m_additional_lights_per_object_limit(self) -> i32
fn set_m_additional_lights_per_object_limit(self, value: i32)
fn m_additional_light_shadows_supported(self) -> bool
fn set_m_additional_light_shadows_supported(self, value: bool)
fn m_additional_lights_shadowmap_resolution(self) -> ShadowResolution_2
fn set_m_additional_lights_shadowmap_resolution(self, value: ShadowResolution_2)
fn m_shadow_distance(self) -> f32
fn set_m_shadow_distance(self, value: f32)
fn m_shadow_cascade_count(self) -> i32
fn set_m_shadow_cascade_count(self, value: i32)
fn m_cascade2_split(self) -> f32
fn set_m_cascade2_split(self, value: f32)
fn m_cascade3_split(self) -> Vector2
fn set_m_cascade3_split(self, value: Vector2)
fn m_cascade4_split(self) -> Vector3
fn set_m_cascade4_split(self, value: Vector3)
fn m_shadow_depth_bias(self) -> f32
fn set_m_shadow_depth_bias(self, value: f32)
fn m_shadow_normal_bias(self) -> f32
fn set_m_shadow_normal_bias(self, value: f32)
fn m_soft_shadows_supported(self) -> bool
fn set_m_soft_shadows_supported(self, value: bool)
fn m_use_srp_batcher(self) -> bool
fn set_m_use_srp_batcher(self, value: bool)
fn m_supports_dynamic_batching(self) -> bool
fn set_m_supports_dynamic_batching(self, value: bool)
fn m_mixed_lighting_supported(self) -> bool
fn set_m_mixed_lighting_supported(self, value: bool)
fn m_debug_level(self) -> PipelineDebugLevel
fn set_m_debug_level(self, value: PipelineDebugLevel)
fn m_use_adaptive_performance(self) -> bool
fn set_m_use_adaptive_performance(self, value: bool)
fn m_color_grading_mode(self) -> ColorGradingMode
fn set_m_color_grading_mode(self, value: ColorGradingMode)
fn m_color_grading_lut_size(self) -> i32
fn set_m_color_grading_lut_size(self, value: i32)
fn m_shadow_type(self) -> ShadowQuality
fn set_m_shadow_type(self, value: ShadowQuality)
fn m_local_shadows_supported(self) -> bool
fn set_m_local_shadows_supported(self, value: bool)
fn m_local_shadows_atlas_resolution(self) -> ShadowResolution_2
fn set_m_local_shadows_atlas_resolution(self, value: ShadowResolution_2)
fn m_max_pixel_lights(self) -> i32
fn set_m_max_pixel_lights(self, value: i32)
fn m_shadow_atlas_resolution(self) -> ShadowResolution_2
fn set_m_shadow_atlas_resolution(self, value: ShadowResolution_2)
fn m_shader_variant_log_level(self) -> ShaderVariantLogLevel
fn set_m_shader_variant_log_level(self, value: ShaderVariantLogLevel)
fn m_custom_shadow_data_list(self) -> Array<CustomShadowData>
fn set_m_custom_shadow_data_list(self, value: Array<CustomShadowData>)
fn m_sharpen_filter(self) -> bool
fn set_m_sharpen_filter(self, value: bool)
fn m_shadow_cascades(self) -> ShadowCascadesOption
fn set_m_shadow_cascades(self, value: ShadowCascadesOption)
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.