MaterialProperties

Struct MaterialProperties 

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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.

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§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§

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impl MaterialProperties

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pub fn get_shader(&self, label: impl ShaderLabel) -> Option<Handle<Shader>>

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pub fn add_shader(&mut self, label: impl ShaderLabel, shader: Handle<Shader>)

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pub fn get_draw_function( &self, label: impl DrawFunctionLabel, ) -> Option<DrawFunctionId>

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pub fn add_draw_function( &mut self, label: impl DrawFunctionLabel, draw_function: DrawFunctionId, )

Trait Implementations§

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impl Default for MaterialProperties

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fn default() -> MaterialProperties

Returns the “default value” for a type. Read more

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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.
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