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IUniversalRenderPipelineAssetMethods

Trait IUniversalRenderPipelineAssetMethods 

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pub trait IUniversalRenderPipelineAssetMethods: IUniversalRenderPipelineAsset {
Show 91 methods // Provided methods fn get_sharpen_filter(self) -> bool { ... } fn set_sharpen_filter(self, value: impl Into<bool>) { ... } fn get_lut_pattern_v(self) -> f32 { ... } fn set_lut_pattern_v(self, value: impl Into<f32>) { ... } fn calc_lut_pattern_params( self, pattern_index: impl Into<i32>, pattern_count: impl Into<i32>, ) { ... } fn get_custom_alpha_map_ui(self) -> f32 { ... } fn set_custom_alpha_map_ui(self, value: impl Into<f32>) { ... } fn get_custom_rendering_flag(self) -> CustomRenderingFlag { ... } fn set_custom_rendering_flag(self, value: impl Into<CustomRenderingFlag>) { ... } fn load_builtin_renderer_data( self, type: impl Into<RendererType>, ) -> ScriptableRendererData { ... } fn create_pipeline(self) -> RenderPipeline { ... } fn destroy_renderers(self) { ... } fn destroy_renderer(self) -> ScriptableRenderer { ... } fn on_validate(self) { ... } fn on_disable(self) { ... } fn create_renderers(self) { ... } fn get_material( self, material_type: impl Into<DefaultMaterialType>, ) -> Material { ... } fn get_scriptable_renderer(self) -> ScriptableRenderer { ... } fn get_renderer(self, index: impl Into<i32>) -> ScriptableRenderer { ... } fn get_scriptable_renderer_data(self) -> ScriptableRendererData { ... } fn get_renderer_index_list(self) -> Array<i32> { ... } fn get_supports_camera_depth_texture(self) -> bool { ... } fn set_supports_camera_depth_texture(self, value: impl Into<bool>) { ... } fn get_supports_camera_opaque_texture(self) -> bool { ... } fn set_supports_camera_opaque_texture(self, value: impl Into<bool>) { ... } fn get_opaque_downsampling(self) -> Downsampling { ... } fn get_supports_terrain_holes(self) -> bool { ... } fn get_supports_hdr(self) -> bool { ... } fn set_supports_hdr(self, value: impl Into<bool>) { ... } fn get_msaa_sample_count(self) -> i32 { ... } fn set_msaa_sample_count(self, value: impl Into<i32>) { ... } fn get_render_scale(self) -> f32 { ... } fn set_render_scale(self, value: impl Into<f32>) { ... } fn get_main_light_rendering_mode(self) -> LightRenderingMode { ... } fn get_supports_main_light_shadows(self) -> bool { ... } fn get_main_light_shadowmap_resolution(self) -> i32 { ... } fn get_additional_lights_rendering_mode(self) -> LightRenderingMode { ... } fn get_max_additional_lights_count(self) -> i32 { ... } fn set_max_additional_lights_count(self, value: impl Into<i32>) { ... } fn get_supports_additional_light_shadows(self) -> bool { ... } fn get_additional_lights_shadowmap_resolution(self) -> i32 { ... } fn get_shadow_distance(self) -> f32 { ... } fn set_shadow_distance(self, value: impl Into<f32>) { ... } fn get_shadow_cascade_count(self) -> i32 { ... } fn set_shadow_cascade_count(self, value: impl Into<i32>) { ... } fn get_cascade2_split(self) -> f32 { ... } fn get_cascade3_split(self) -> Vector2 { ... } fn get_cascade4_split(self) -> Vector3 { ... } fn get_shadow_depth_bias(self) -> f32 { ... } fn set_shadow_depth_bias(self, value: impl Into<f32>) { ... } fn get_shadow_normal_bias(self) -> f32 { ... } fn set_shadow_normal_bias(self, value: impl Into<f32>) { ... } fn get_supports_soft_shadows(self) -> bool { ... } fn get_supports_dynamic_batching(self) -> bool { ... } fn set_supports_dynamic_batching(self, value: impl Into<bool>) { ... } fn get_supports_mixed_lighting(self) -> bool { ... } fn get_shader_variant_log_level(self) -> ShaderVariantLogLevel { ... } fn set_shader_variant_log_level( self, value: impl Into<ShaderVariantLogLevel>, ) { ... } fn get_debug_level(self) -> PipelineDebugLevel { ... } fn set_debug_level(self, value: impl Into<PipelineDebugLevel>) { ... } fn get_use_srp_batcher(self) -> bool { ... } fn set_use_srp_batcher(self, value: impl Into<bool>) { ... } fn get_color_grading_mode(self) -> ColorGradingMode { ... } fn set_color_grading_mode(self, value: impl Into<ColorGradingMode>) { ... } fn get_color_grading_lut_size(self) -> i32 { ... } fn set_color_grading_lut_size(self, value: impl Into<i32>) { ... } fn get_use_adaptive_performance(self) -> bool { ... } fn set_use_adaptive_performance(self, value: impl Into<bool>) { ... } fn get_default_material(self) -> Material { ... } fn get_default_particle_material(self) -> Material { ... } fn get_default_line_material(self) -> Material { ... } fn get_default_terrain_material(self) -> Material { ... } fn get_default_ui_material(self) -> Material { ... } fn get_default_ui_overdraw_material(self) -> Material { ... } fn get_default_uietc1_supported_material(self) -> Material { ... } fn get_default2_d_material(self) -> Material { ... } fn get_default_shader(self) -> Shader { ... } fn on_before_serialize(self) { ... } fn on_after_deserialize(self) { ... } fn validate_shadow_bias(self, value: impl Into<f32>) -> f32 { ... } fn validate_per_object_lights(self, value: impl Into<i32>) -> i32 { ... } fn validate_render_scale(self, value: impl Into<f32>) -> f32 { ... } fn validate_renderer_data_list(self, partial: impl Into<bool>) -> bool { ... } fn validate_renderer_data(self, index: impl Into<i32>) -> bool { ... } fn get_custom_shadow_data(self, index: impl Into<i32>) -> CustomShadowData { ... } fn apply_custom_shadow_data(self, data: impl Into<CustomShadowData>) { ... } fn apply_custom_shadow_data_2( self, data_a: impl Into<CustomShadowData>, data_b: impl Into<CustomShadowData>, t: impl Into<f32>, ) { ... } fn update_shadow_cascade2_split(self, split1: impl Into<f32>) { ... } fn get_shadow_cascade_option(self) -> ShadowCascadesOption { ... } fn set_shadow_cascade_option(self, value: impl Into<ShadowCascadesOption>) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_sharpen_filter(self) -> bool

get_sharpenFilter() overload

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fn set_sharpen_filter(self, value: impl Into<bool>)

set_sharpenFilter(bool) overload

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fn get_lut_pattern_v(self) -> f32

get_lutPatternV() overload

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fn set_lut_pattern_v(self, value: impl Into<f32>)

set_lutPatternV(f32) overload

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fn calc_lut_pattern_params( self, pattern_index: impl Into<i32>, pattern_count: impl Into<i32>, )

CalcLutPatternParams(i32, i32) overload

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fn get_custom_alpha_map_ui(self) -> f32

get_customAlphaMapUI() overload

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fn set_custom_alpha_map_ui(self, value: impl Into<f32>)

set_customAlphaMapUI(f32) overload

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fn get_custom_rendering_flag(self) -> CustomRenderingFlag

get_customRenderingFlag() overload

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fn set_custom_rendering_flag(self, value: impl Into<CustomRenderingFlag>)

set_customRenderingFlag(crate::unity_engine::rendering::universal::customrenderingflag::CustomRenderingFlag) overload

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fn load_builtin_renderer_data( self, type: impl Into<RendererType>, ) -> ScriptableRendererData

LoadBuiltinRendererData(crate::unity_engine::rendering::universal::renderertype::RendererType) overload

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fn create_pipeline(self) -> RenderPipeline

CreatePipeline() overload

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fn destroy_renderers(self)

DestroyRenderers() overload

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fn destroy_renderer(self) -> ScriptableRenderer

DestroyRenderer(*mutcrate::unity_engine::rendering::universal::scriptablerenderer::ScriptableRenderer) overload

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fn on_validate(self)

OnValidate() overload

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fn on_disable(self)

OnDisable() overload

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fn create_renderers(self)

CreateRenderers() overload

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fn get_material(self, material_type: impl Into<DefaultMaterialType>) -> Material

GetMaterial(crate::unity_engine::rendering::universal::defaultmaterialtype::DefaultMaterialType) overload

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fn get_scriptable_renderer(self) -> ScriptableRenderer

get_scriptableRenderer() overload

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fn get_renderer(self, index: impl Into<i32>) -> ScriptableRenderer

GetRenderer(i32) overload

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fn get_scriptable_renderer_data(self) -> ScriptableRendererData

get_scriptableRendererData() overload

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fn get_renderer_index_list(self) -> Array<i32>

get_rendererIndexList() overload

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fn get_supports_camera_depth_texture(self) -> bool

get_supportsCameraDepthTexture() overload

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fn set_supports_camera_depth_texture(self, value: impl Into<bool>)

set_supportsCameraDepthTexture(bool) overload

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fn get_supports_camera_opaque_texture(self) -> bool

get_supportsCameraOpaqueTexture() overload

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fn set_supports_camera_opaque_texture(self, value: impl Into<bool>)

set_supportsCameraOpaqueTexture(bool) overload

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fn get_opaque_downsampling(self) -> Downsampling

get_opaqueDownsampling() overload

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fn get_supports_terrain_holes(self) -> bool

get_supportsTerrainHoles() overload

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fn get_supports_hdr(self) -> bool

get_supportsHDR() overload

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fn set_supports_hdr(self, value: impl Into<bool>)

set_supportsHDR(bool) overload

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fn get_msaa_sample_count(self) -> i32

get_msaaSampleCount() overload

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fn set_msaa_sample_count(self, value: impl Into<i32>)

set_msaaSampleCount(i32) overload

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fn get_render_scale(self) -> f32

get_renderScale() overload

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fn set_render_scale(self, value: impl Into<f32>)

set_renderScale(f32) overload

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fn get_main_light_rendering_mode(self) -> LightRenderingMode

get_mainLightRenderingMode() overload

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fn get_supports_main_light_shadows(self) -> bool

get_supportsMainLightShadows() overload

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fn get_main_light_shadowmap_resolution(self) -> i32

get_mainLightShadowmapResolution() overload

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fn get_additional_lights_rendering_mode(self) -> LightRenderingMode

get_additionalLightsRenderingMode() overload

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fn get_max_additional_lights_count(self) -> i32

get_maxAdditionalLightsCount() overload

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fn set_max_additional_lights_count(self, value: impl Into<i32>)

set_maxAdditionalLightsCount(i32) overload

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fn get_supports_additional_light_shadows(self) -> bool

get_supportsAdditionalLightShadows() overload

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fn get_additional_lights_shadowmap_resolution(self) -> i32

get_additionalLightsShadowmapResolution() overload

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fn get_shadow_distance(self) -> f32

get_shadowDistance() overload

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fn set_shadow_distance(self, value: impl Into<f32>)

set_shadowDistance(f32) overload

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fn get_shadow_cascade_count(self) -> i32

get_shadowCascadeCount() overload

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fn set_shadow_cascade_count(self, value: impl Into<i32>)

set_shadowCascadeCount(i32) overload

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fn get_cascade2_split(self) -> f32

get_cascade2Split() overload

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fn get_cascade3_split(self) -> Vector2

get_cascade3Split() overload

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fn get_cascade4_split(self) -> Vector3

get_cascade4Split() overload

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fn get_shadow_depth_bias(self) -> f32

get_shadowDepthBias() overload

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fn set_shadow_depth_bias(self, value: impl Into<f32>)

set_shadowDepthBias(f32) overload

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fn get_shadow_normal_bias(self) -> f32

get_shadowNormalBias() overload

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fn set_shadow_normal_bias(self, value: impl Into<f32>)

set_shadowNormalBias(f32) overload

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fn get_supports_soft_shadows(self) -> bool

get_supportsSoftShadows() overload

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fn get_supports_dynamic_batching(self) -> bool

get_supportsDynamicBatching() overload

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fn set_supports_dynamic_batching(self, value: impl Into<bool>)

set_supportsDynamicBatching(bool) overload

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fn get_supports_mixed_lighting(self) -> bool

get_supportsMixedLighting() overload

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fn get_shader_variant_log_level(self) -> ShaderVariantLogLevel

get_shaderVariantLogLevel() overload

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fn set_shader_variant_log_level(self, value: impl Into<ShaderVariantLogLevel>)

set_shaderVariantLogLevel(crate::unity_engine::rendering::universal::shadervariantloglevel::ShaderVariantLogLevel) overload

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fn get_debug_level(self) -> PipelineDebugLevel

get_debugLevel() overload

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fn set_debug_level(self, value: impl Into<PipelineDebugLevel>)

set_debugLevel(crate::unity_engine::rendering::universal::pipelinedebuglevel::PipelineDebugLevel) overload

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fn get_use_srp_batcher(self) -> bool

get_useSRPBatcher() overload

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fn set_use_srp_batcher(self, value: impl Into<bool>)

set_useSRPBatcher(bool) overload

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fn get_color_grading_mode(self) -> ColorGradingMode

get_colorGradingMode() overload

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fn set_color_grading_mode(self, value: impl Into<ColorGradingMode>)

set_colorGradingMode(crate::unity_engine::rendering::universal::colorgradingmode::ColorGradingMode) overload

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fn get_color_grading_lut_size(self) -> i32

get_colorGradingLutSize() overload

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fn set_color_grading_lut_size(self, value: impl Into<i32>)

set_colorGradingLutSize(i32) overload

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fn get_use_adaptive_performance(self) -> bool

get_useAdaptivePerformance() overload

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fn set_use_adaptive_performance(self, value: impl Into<bool>)

set_useAdaptivePerformance(bool) overload

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fn get_default_material(self) -> Material

get_defaultMaterial() overload

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fn get_default_particle_material(self) -> Material

get_defaultParticleMaterial() overload

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fn get_default_line_material(self) -> Material

get_defaultLineMaterial() overload

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fn get_default_terrain_material(self) -> Material

get_defaultTerrainMaterial() overload

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fn get_default_ui_material(self) -> Material

get_defaultUIMaterial() overload

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fn get_default_ui_overdraw_material(self) -> Material

get_defaultUIOverdrawMaterial() overload

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fn get_default_uietc1_supported_material(self) -> Material

get_defaultUIETC1SupportedMaterial() overload

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fn get_default2_d_material(self) -> Material

get_default2DMaterial() overload

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fn get_default_shader(self) -> Shader

get_defaultShader() overload

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fn on_before_serialize(self)

OnBeforeSerialize() overload

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fn on_after_deserialize(self)

OnAfterDeserialize() overload

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fn validate_shadow_bias(self, value: impl Into<f32>) -> f32

ValidateShadowBias(f32) overload

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fn validate_per_object_lights(self, value: impl Into<i32>) -> i32

ValidatePerObjectLights(i32) overload

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fn validate_render_scale(self, value: impl Into<f32>) -> f32

ValidateRenderScale(f32) overload

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fn validate_renderer_data_list(self, partial: impl Into<bool>) -> bool

ValidateRendererDataList(bool) overload

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fn validate_renderer_data(self, index: impl Into<i32>) -> bool

ValidateRendererData(i32) overload

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fn get_custom_shadow_data(self, index: impl Into<i32>) -> CustomShadowData

GetCustomShadowData(i32) overload

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fn apply_custom_shadow_data(self, data: impl Into<CustomShadowData>)

ApplyCustomShadowData(crate::unity_engine::rendering::universal::custom::customshadowdata::CustomShadowData) overload

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fn apply_custom_shadow_data_2( self, data_a: impl Into<CustomShadowData>, data_b: impl Into<CustomShadowData>, t: impl Into<f32>, )

ApplyCustomShadowData(crate::unity_engine::rendering::universal::custom::customshadowdata::CustomShadowData, crate::unity_engine::rendering::universal::custom::customshadowdata::CustomShadowData, f32) overload

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fn update_shadow_cascade2_split(self, split1: impl Into<f32>)

UpdateShadowCascade2Split(f32) overload

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fn get_shadow_cascade_option(self) -> ShadowCascadesOption

get_shadowCascadeOption() overload

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fn set_shadow_cascade_option(self, value: impl Into<ShadowCascadesOption>)

set_shadowCascadeOption(crate::unity_engine::rendering::universal::shadowcascadesoption::ShadowCascadesOption) overload

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fn ctor(self)

.ctor() 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§

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impl<__T: IUniversalRenderPipelineAsset> IUniversalRenderPipelineAssetMethods for __T

Available on crate feature unity_engine-rendering-universal-universalrenderpipelineasset only.