pub struct MaterialProperties {Show 14 fields
pub render_method: OpaqueRendererMethod,
pub alpha_mode: AlphaMode,
pub mesh_pipeline_key_bits: MeshPipelineKey,
pub depth_bias: f32,
pub reads_view_transmission_texture: bool,
pub render_phase_type: RenderPhaseType,
pub material_layout: Option<BindGroupLayout>,
pub draw_functions: SmallVec<[(Interned<dyn DrawFunctionLabel>, DrawFunctionId); 4]>,
pub shaders: SmallVec<[(Interned<dyn ShaderLabel>, Handle<Shader>); 3]>,
pub bindless: bool,
pub specialize: Option<fn(&MaterialPipeline, &mut RenderPipelineDescriptor, &MeshVertexBufferLayoutRef, ErasedMaterialPipelineKey) -> Result<(), SpecializedMeshPipelineError>>,
pub material_key: ErasedMaterialKey,
pub shadows_enabled: bool,
pub prepass_enabled: bool,
}
Expand description
Common Material
properties, calculated for a specific material instance.
Fields§
§render_method: OpaqueRendererMethod
Is this material should be rendered by the deferred renderer when.
AlphaMode::Opaque
or AlphaMode::Mask
alpha_mode: AlphaMode
The AlphaMode
of this material.
mesh_pipeline_key_bits: MeshPipelineKey
The bits in the MeshPipelineKey
for this material.
These are precalculated so that we can just “or” them together in
queue_material_meshes
.
depth_bias: f32
Add a bias to the view depth of the mesh which can be used to force a specific render order for meshes with equal depth, to avoid z-fighting. The bias is in depth-texture units so large values may be needed to overcome small depth differences.
reads_view_transmission_texture: bool
Whether the material would like to read from ViewTransmissionTexture
.
This allows taking color output from the Opaque3d
pass as an input, (for screen-space transmission) but requires
rendering to take place in a separate Transmissive3d
pass.
render_phase_type: RenderPhaseType
§material_layout: Option<BindGroupLayout>
§draw_functions: SmallVec<[(Interned<dyn DrawFunctionLabel>, DrawFunctionId); 4]>
Backing array is a size of 4 because the StandardMaterial
needs 4 draw functions by default
shaders: SmallVec<[(Interned<dyn ShaderLabel>, Handle<Shader>); 3]>
Backing array is a size of 3 because the StandardMaterial
has 3 custom shaders (frag
, prepass_frag
, deferred_frag
) which is the
most common use case
bindless: bool
Whether this material actually uses bindless resources, taking the platform support (or lack thereof) of bindless resources into account.
specialize: Option<fn(&MaterialPipeline, &mut RenderPipelineDescriptor, &MeshVertexBufferLayoutRef, ErasedMaterialPipelineKey) -> Result<(), SpecializedMeshPipelineError>>
§material_key: ErasedMaterialKey
The key for this material, typically a bitfield of flags that are used to modify the pipeline descriptor used for this material.
shadows_enabled: bool
Whether shadows are enabled for this material
prepass_enabled: bool
Whether prepass is enabled for this material
Implementations§
Source§impl MaterialProperties
impl MaterialProperties
pub fn get_shader(&self, label: impl ShaderLabel) -> Option<Handle<Shader>>
pub fn add_shader(&mut self, label: impl ShaderLabel, shader: Handle<Shader>)
pub fn get_draw_function( &self, label: impl DrawFunctionLabel, ) -> Option<DrawFunctionId>
pub fn add_draw_function( &mut self, label: impl DrawFunctionLabel, draw_function: DrawFunctionId, )
Trait Implementations§
Source§impl Default for MaterialProperties
impl Default for MaterialProperties
Source§fn default() -> MaterialProperties
fn default() -> MaterialProperties
Auto Trait Implementations§
impl Freeze for MaterialProperties
impl !RefUnwindSafe for MaterialProperties
impl Send for MaterialProperties
impl Sync for MaterialProperties
impl Unpin for MaterialProperties
impl !UnwindSafe for MaterialProperties
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
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ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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