pub struct ForwardDecalMaterialExt {
pub depth_fade_factor: f32,
}
Expand description
Material extension for a ForwardDecal
.
In addition to wrapping your material type with this extension, your shader must use
the bevy_pbr::decal::forward::get_forward_decal_info
function.
The FORWARD_DECAL
shader define will be made available to your shader so that you can gate
the forward decal code behind an ifdef.
Fields§
§depth_fade_factor: f32
Controls the distance threshold for decal blending with surfaces.
This parameter determines how far away a surface can be before the decal no longer blends with it and instead renders with full opacity.
Lower values cause the decal to only blend with close surfaces, while higher values allow blending with more distant surfaces.
Units are in meters.
Trait Implementations§
Source§impl AsBindGroup for ForwardDecalMaterialExt
impl AsBindGroup for ForwardDecalMaterialExt
type Param = (Res<'static, RenderAssets<GpuImage>>, Res<'static, FallbackImage>, Res<'static, RenderAssets<GpuShaderStorageBuffer>>)
Source§fn unprepared_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
_: &mut <<ForwardDecalMaterialExt as AsBindGroup>::Param as SystemParam>::Item<'_, '_>,
force_no_bindless: bool,
) -> Result<UnpreparedBindGroup<<ForwardDecalMaterialExt as AsBindGroup>::Data>, AsBindGroupError>
fn unprepared_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, _: &mut <<ForwardDecalMaterialExt as AsBindGroup>::Param as SystemParam>::Item<'_, '_>, force_no_bindless: bool, ) -> Result<UnpreparedBindGroup<<ForwardDecalMaterialExt as AsBindGroup>::Data>, AsBindGroupError>
Returns a vec of (binding index,
OwnedBindingResource
). Read moreSource§fn bind_group_layout_entries(
render_device: &RenderDevice,
force_no_bindless: bool,
) -> Vec<BindGroupLayoutEntry>
fn bind_group_layout_entries( render_device: &RenderDevice, force_no_bindless: bool, ) -> Vec<BindGroupLayoutEntry>
Returns a vec of bind group layout entries. Read more
fn bindless_descriptor() -> Option<BindlessDescriptor>
Source§fn bindless_slot_count() -> Option<BindlessSlabResourceLimit>
fn bindless_slot_count() -> Option<BindlessSlabResourceLimit>
The number of slots per bind group, if bindless mode is enabled. Read more
Source§fn bindless_supported(_: &RenderDevice) -> bool
fn bindless_supported(_: &RenderDevice) -> bool
True if the hardware actually supports bindless textures for this
type, taking the device and driver capabilities into account. Read more
Source§fn as_bind_group(
&self,
layout: &BindGroupLayout,
render_device: &RenderDevice,
param: &mut <Self::Param as SystemParam>::Item<'_, '_>,
) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
fn as_bind_group( &self, layout: &BindGroupLayout, render_device: &RenderDevice, param: &mut <Self::Param as SystemParam>::Item<'_, '_>, ) -> Result<PreparedBindGroup<Self::Data>, AsBindGroupError>
Creates a bind group for
self
matching the layout defined in AsBindGroup::bind_group_layout
.Source§fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
Self: Sized,
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayoutwhere
Self: Sized,
Creates the bind group layout matching all bind groups returned by
AsBindGroup::as_bind_group
Source§impl AsBindGroupShaderType<ForwardDecalMaterialExtUniform> for ForwardDecalMaterialExt
impl AsBindGroupShaderType<ForwardDecalMaterialExtUniform> for ForwardDecalMaterialExt
Source§fn as_bind_group_shader_type(
&self,
_images: &RenderAssets<GpuImage>,
) -> ForwardDecalMaterialExtUniform
fn as_bind_group_shader_type( &self, _images: &RenderAssets<GpuImage>, ) -> ForwardDecalMaterialExtUniform
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.Source§impl Clone for ForwardDecalMaterialExt
impl Clone for ForwardDecalMaterialExt
Source§fn clone(&self) -> ForwardDecalMaterialExt
fn clone(&self) -> ForwardDecalMaterialExt
Returns a copy of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl Debug for ForwardDecalMaterialExt
impl Debug for ForwardDecalMaterialExt
Source§impl Default for ForwardDecalMaterialExt
impl Default for ForwardDecalMaterialExt
Source§fn default() -> ForwardDecalMaterialExt
fn default() -> ForwardDecalMaterialExt
Returns the “default value” for a type. Read more
Source§impl MaterialExtension for ForwardDecalMaterialExt
impl MaterialExtension for ForwardDecalMaterialExt
fn alpha_mode() -> Option<AlphaMode>
Source§fn specialize(
_pipeline: &MaterialExtensionPipeline,
descriptor: &mut RenderPipelineDescriptor,
_layout: &MeshVertexBufferLayoutRef,
_key: MaterialExtensionKey<ForwardDecalMaterialExt>,
) -> Result<(), SpecializedMeshPipelineError>
fn specialize( _pipeline: &MaterialExtensionPipeline, descriptor: &mut RenderPipelineDescriptor, _layout: &MeshVertexBufferLayoutRef, _key: MaterialExtensionKey<ForwardDecalMaterialExt>, ) -> Result<(), SpecializedMeshPipelineError>
Customizes the default
RenderPipelineDescriptor
for a specific entity using the entity’s
MaterialPipelineKey
and MeshVertexBufferLayoutRef
as input.
Specialization for the base material is applied before this function is called.Source§fn vertex_shader() -> ShaderRef
fn vertex_shader() -> ShaderRef
Returns this material’s vertex shader. If
ShaderRef::Default
is returned, the base material mesh vertex shader
will be used.Source§fn fragment_shader() -> ShaderRef
fn fragment_shader() -> ShaderRef
Returns this material’s fragment shader. If
ShaderRef::Default
is returned, the base material mesh fragment shader
will be used.Source§fn prepass_vertex_shader() -> ShaderRef
fn prepass_vertex_shader() -> ShaderRef
Returns this material’s prepass vertex shader. If
ShaderRef::Default
is returned, the base material prepass vertex shader
will be used.Source§fn prepass_fragment_shader() -> ShaderRef
fn prepass_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If
ShaderRef::Default
is returned, the base material prepass fragment shader
will be used.Source§fn deferred_vertex_shader() -> ShaderRef
fn deferred_vertex_shader() -> ShaderRef
Returns this material’s deferred vertex shader. If
ShaderRef::Default
is returned, the base material deferred vertex shader
will be used.Source§fn deferred_fragment_shader() -> ShaderRef
fn deferred_fragment_shader() -> ShaderRef
Returns this material’s prepass fragment shader. If
ShaderRef::Default
is returned, the base material deferred fragment shader
will be used.Source§impl TypePath for ForwardDecalMaterialExt
impl TypePath for ForwardDecalMaterialExt
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
Returns the fully qualified path of the underlying type. Read more
Source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
Returns a short, pretty-print enabled path to the type. Read more
Source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
Source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
Source§impl VisitAssetDependencies for ForwardDecalMaterialExt
impl VisitAssetDependencies for ForwardDecalMaterialExt
fn visit_dependencies(&self, visit: &mut impl FnMut(UntypedAssetId))
impl Asset for ForwardDecalMaterialExt
Auto Trait Implementations§
impl Freeze for ForwardDecalMaterialExt
impl RefUnwindSafe for ForwardDecalMaterialExt
impl Send for ForwardDecalMaterialExt
impl Sync for ForwardDecalMaterialExt
impl Unpin for ForwardDecalMaterialExt
impl UnwindSafe for ForwardDecalMaterialExt
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.Source§impl<A> AssetContainer for Awhere
A: Asset,
impl<A> AssetContainer for Awhere
A: Asset,
fn insert(self: Box<A>, id: UntypedAssetId, world: &mut World)
fn asset_type_name(&self) -> &'static str
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
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T: Clone,
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fn as_any(&self) -> &(dyn Any + 'static)
Converts
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