pub fn queue_material_meshes<M>(
_: (Res<'_, DrawFunctions<Opaque3d>>, Res<'_, DrawFunctions<AlphaMask3d>>, Res<'_, DrawFunctions<Transmissive3d>>, Res<'_, DrawFunctions<Transparent3d>>),
material_pipeline: Res<'_, MaterialPipeline<M>>,
pipelines: ResMut<'_, SpecializedMeshPipelines<MaterialPipeline<M>>>,
pipeline_cache: Res<'_, PipelineCache>,
render_meshes: Res<'_, RenderAssets<RenderMesh>>,
render_materials: Res<'_, RenderAssets<PreparedMaterial<M>>>,
render_mesh_instances: Res<'_, RenderMeshInstances>,
render_material_instances: Res<'_, RenderMaterialInstances<M>>,
render_lightmaps: Res<'_, RenderLightmaps>,
render_visibility_ranges: Res<'_, RenderVisibilityRanges>,
opaque_render_phases: ResMut<'_, ViewBinnedRenderPhases<Opaque3d>>,
alpha_mask_render_phases: ResMut<'_, ViewBinnedRenderPhases<AlphaMask3d>>,
transmissive_render_phases: ResMut<'_, ViewSortedRenderPhases<Transmissive3d>>,
transparent_render_phases: ResMut<'_, ViewSortedRenderPhases<Transparent3d>>,
views: Query<'_, '_, (Entity, &ExtractedView, &RenderVisibleEntities, &Msaa, Option<&Tonemapping>, Option<&DebandDither>, Option<&ShadowFilteringMethod>, Has<ScreenSpaceAmbientOcclusion>, (Has<NormalPrepass>, Has<DepthPrepass>, Has<MotionVectorPrepass>, Has<DeferredPrepass>), Option<&Camera3d>, Has<TemporalJitter>, Option<&Projection>, (Has<RenderViewLightProbes<EnvironmentMapLight>>, Has<RenderViewLightProbes<IrradianceVolume>>), Has<OrderIndependentTransparencySettings>)>,
)
Expand description
For each view, iterates over all the meshes visible from that view and adds
them to BinnedRenderPhase
s or SortedRenderPhase
s as appropriate.