List of all items
Structs
- AmbientLight
- Atmosphere
- AtmosphereSettings
- BuildIndirectParametersBindGroups
- BuildIndirectParametersPipeline
- BuildIndirectParametersPipelineKey
- Cascade
- CascadeShadowConfig
- CascadeShadowConfigBuilder
- Cascades
- CascadesVisibleEntities
- ClearIndirectParametersMetadataNode
- ClusterZConfig
- Clusters
- CubemapVisibleEntities
- DefaultOpaqueRendererMethod
- DirectionalLight
- DirectionalLightShadowMap
- DistanceFog
- DrawMesh
- EarlyGpuPreprocessNode
- EarlyPrepassBuildIndirectParametersNode
- EarlyShadowPassNode
- EntitiesNeedingSpecialization
- EntitySpecializationTicks
- EnvironmentMapUniform
- EnvironmentMapUniformBuffer
- ExtendedMaterial
- ExtractMaterialsSet
- ExtractMeshesSet
- ExtractedClusterConfig
- ExtractedClusterableObjects
- ExtractedDirectionalLight
- ExtractedPointLight
- FallbackBindlessResources
- FogMeta
- FogPlugin
- FogVolume
- GlobalClusterableObjectMeta
- GlobalVisibleClusterableObjects
- GpuClusterableObject
- GpuClusterableObjectsStorage
- GpuClusterableObjectsUniform
- GpuDirectionalCascade
- GpuDirectionalLight
- GpuFog
- GpuLights
- GpuMeshPreprocessPlugin
- LateGpuPreprocessNode
- LatePrepassBuildIndirectParametersNode
- LateShadowPassNode
- LightKeyCache
- LightMeta
- LightProbe
- LightProbePlugin
- LightProbesBuffer
- LightProbesUniform
- LightSpecializationTicks
- LightViewEntities
- LightVisibilityClass
- Lightmap
- LightmapPlugin
- LightmapSlab
- LightmapSlabIndex
- LightmapSlotIndex
- MainBuildIndirectParametersNode
- MaterialBindGroupBindlessAllocator
- MaterialBindGroupId
- MaterialBindGroupIndex
- MaterialBindGroupNonBindlessAllocator
- MaterialBindGroupSlot
- MaterialBindingId
- MaterialBindlessSlab
- MaterialExtensionKey
- MaterialExtensionPipeline
- MaterialPipeline
- MaterialPipelineKey
- MaterialPlugin
- MaterialProperties
- MaterialSlab
- MeshBindGroupPair
- MeshCullingData
- MeshCullingDataBuffer
- MeshFlags
- MeshInputUniform
- MeshLayouts
- MeshMaterial3d
- MeshPhaseBindGroups
- MeshPipeline
- MeshPipelineKey
- MeshPipelineViewLayout
- MeshPipelineViewLayoutKey
- MeshPipelineViewLayouts
- MeshRenderPlugin
- MeshTransforms
- MeshUniform
- MeshViewBindGroup
- MeshesToReextractNextFrame
- MorphIndex
- MorphIndices
- MorphUniforms
- NotShadowCaster
- NotShadowReceiver
- PbrPlugin
- PbrProjectionPlugin
- PhaseBuildIndirectParametersBindGroups
- PointLight
- PointLightShadowMap
- PreparedMaterial
- PrepassPipeline
- PrepassPipelineInternal
- PrepassPipelinePlugin
- PrepassPlugin
- PrepassViewBindGroup
- PreprocessBindGroups
- PreprocessPhasePipelines
- PreprocessPipeline
- PreprocessPipelineKey
- PreprocessPipelines
- PreviousGlobalTransform
- RenderCascadesVisibleEntities
- RenderCubemapVisibleEntities
- RenderLightmaps
- RenderMaterialBindings
- RenderMaterialInstance
- RenderMaterialInstances
- RenderMeshInstanceCpu
- RenderMeshInstanceFlags
- RenderMeshInstanceGpu
- RenderMeshInstanceGpuBuilder
- RenderMeshInstanceGpuQueues
- RenderMeshInstanceShared
- RenderMeshInstancesCpu
- RenderMeshInstancesGpu
- RenderMeshQueueData
- RenderViewLightProbes
- RenderVisibleMeshEntities
- ResetIndirectBatchSetsPipeline
- ScreenSpaceAmbientOcclusion
- ScreenSpaceAmbientOcclusionPlugin
- ScreenSpaceAmbientOcclusionResources
- ScreenSpaceReflections
- ScreenSpaceReflectionsBuffer
- ScreenSpaceReflectionsNode
- ScreenSpaceReflectionsPipeline
- ScreenSpaceReflectionsPipelineId
- ScreenSpaceReflectionsPipelineKey
- ScreenSpaceReflectionsPlugin
- ScreenSpaceReflectionsUniform
- SetMaterialBindGroup
- SetMeshBindGroup
- SetMeshViewBindGroup
- SetPrepassViewBindGroup
- Shadow
- ShadowBatchSetKey
- ShadowBinKey
- ShadowPassNode
- ShadowSamplers
- ShadowView
- SkinUniforms
- SkipGpuPreprocess
- SpecializedMaterialPipelineCache
- SpecializedMaterialViewPipelineCache
- SpecializedPrepassMaterialPipelineCache
- SpecializedPrepassMaterialViewPipelineCache
- SpecializedShadowMaterialPipelineCache
- SpecializedShadowMaterialViewPipelineCache
- SpotLight
- StandardMaterial
- StandardMaterialFlags
- StandardMaterialKey
- StandardMaterialUniform
- TransmittedShadowReceiver
- ViewClusterBindings
- ViewEnvironmentMapUniformOffset
- ViewFogUniformOffset
- ViewKeyCache
- ViewKeyPrepassCache
- ViewLightEntities
- ViewLightProbesUniformOffset
- ViewLightsUniformOffset
- ViewPrepassSpecializationTicks
- ViewScreenSpaceReflectionsUniformOffset
- ViewShadowBindings
- ViewSpecializationTicks
- VisibleClusterableObjects
- VisibleMeshEntities
- VolumetricFog
- VolumetricFogPlugin
- VolumetricLight
- decal::ForwardDecal
- decal::ForwardDecalMaterialExt
- decal::ForwardDecalMaterialExtUniform
- decal::ForwardDecalPlugin
- decal::clustered::ClusteredDecal
- decal::clustered::ClusteredDecalPlugin
- decal::clustered::DecalsBuffer
- decal::clustered::RenderClusteredDecal
- decal::clustered::RenderClusteredDecals
- deferred::DeferredLightingLayout
- deferred::DeferredLightingPipeline
- deferred::DeferredOpaquePass3dPbrLightingNode
- deferred::DeferredPbrLightingPlugin
- deferred::PbrDeferredLightingDepthId
- environment_map::EnvironmentMapIds
- environment_map::EnvironmentMapLight
- environment_map::EnvironmentMapViewLightProbeInfo
- irradiance_volume::IrradianceVolume
- resources::AtmosphereSamplers
- resources::AtmosphereTextures
- resources::AtmosphereTransform
- resources::AtmosphereTransforms
- resources::AtmosphereTransformsOffset
- wireframe::ExtractedWireframeColor
- wireframe::Mesh3dWireframe
- wireframe::NoWireframe
- wireframe::RenderWireframeInstances
- wireframe::RenderWireframeMaterial
- wireframe::SetWireframe3dPushConstants
- wireframe::SpecializedWireframePipelineCache
- wireframe::SpecializedWireframeViewPipelineCache
- wireframe::Wireframe
- wireframe::Wireframe3d
- wireframe::Wireframe3dBatchSetKey
- wireframe::Wireframe3dBinKey
- wireframe::Wireframe3dPipeline
- wireframe::WireframeColor
- wireframe::WireframeConfig
- wireframe::WireframeEntitiesNeedingSpecialization
- wireframe::WireframeEntitySpecializationTicks
- wireframe::WireframeMaterial
- wireframe::WireframePlugin
Enums
- ClusterConfig
- ClusterFarZMode
- FogFalloff
- GpuClusterableObjects
- LightEntity
- MaterialBindGroupAllocator
- MeshBindGroups
- OpaqueRendererMethod
- ParallaxMappingMethod
- PhasePreprocessBindGroups
- RenderMeshInstanceGpuQueue
- RenderMeshInstances
- RenderPhaseType
- ScreenSpaceAmbientOcclusionQualityLevel
- ShadowFilteringMethod
- SimulationLightSystems
- UvChannel
- graph::NodePbr
Traits
Functions
- add_clusters
- alpha_mode_pipeline_key
- build_directional_light_cascades
- calculate_cluster_factors
- check_dir_light_mesh_visibility
- check_entities_needing_specialization
- check_light_entities_needing_specialization
- check_point_light_mesh_visibility
- check_prepass_views_need_specialization
- check_views_lights_need_specialization
- check_views_need_specialization
- clear_directional_light_cascades
- collect_meshes_for_gpu_building
- decal::clustered::clustered_decals_are_usable
- decal::clustered::extract_decals
- deferred::insert_deferred_lighting_pass_id_component
- deferred::prepare_deferred_lighting_pipelines
- extract_camera_previous_view_data
- extract_clusters
- extract_entities_needs_specialization
- extract_lights
- extract_meshes_for_cpu_building
- extract_meshes_for_gpu_building
- extract_morphs
- extract_skins
- generate_view_layouts
- get_bind_group_layout_entries
- get_bindings
- material_uses_bindless_resources
- no_automatic_morph_batching
- prepare_clusters
- prepare_environment_uniform_buffer
- prepare_fog
- prepare_lights
- prepare_material_bind_groups
- prepare_mesh_bind_groups
- prepare_mesh_view_bind_groups
- prepare_morphs
- prepare_prepass_view_bind_group
- prepare_preprocess_bind_groups
- prepare_preprocess_pipelines
- prepare_previous_view_uniforms
- prepare_skins
- prepare_ssr_pipelines
- prepare_ssr_settings
- queue_material_meshes
- queue_prepass_material_meshes
- queue_shadows
- screen_space_specular_transmission_pipeline_key
- setup_morph_and_skinning_defs
- skins_use_uniform_buffers
- specialize_material_meshes
- specialize_prepass_material_meshes
- specialize_shadows
- tonemapping_pipeline_key
- update_directional_light_frusta
- update_mesh_previous_global_transforms
- update_point_light_frusta
- update_previous_view_data
- update_spot_light_frusta
- wireframe::check_wireframe_entities_needing_specialization
- wireframe::extract_wireframe_entities_needing_specialization
- wireframe::extract_wireframe_materials
- wireframe::specialize_wireframes
- write_material_bind_group_buffers
- write_mesh_culling_data_buffer
Type Aliases
Constants
- BUILD_INDIRECT_PARAMS_SHADER_HANDLE
- CLUSTERED_FORWARD_HANDLE
- CLUSTERED_FORWARD_STORAGE_BUFFER_COUNT
- FOG_SHADER_HANDLE
- FORWARD_IO_HANDLE
- LIGHTMAPS_PER_SLAB
- LIGHTMAP_SHADER_HANDLE
- LIGHT_PROBE_SHADER_HANDLE
- MAX_CASCADES_PER_LIGHT
- MAX_DIRECTIONAL_LIGHTS
- MAX_JOINTS
- MAX_UNIFORM_BUFFER_CLUSTERABLE_OBJECTS
- MAX_VIEW_LIGHT_PROBES
- MESH_BINDINGS_HANDLE
- MESH_FUNCTIONS_HANDLE
- MESH_PIPELINE_VIEW_LAYOUT_SAFE_MAX_TEXTURES
- MESH_PREPROCESS_SHADER_HANDLE
- MESH_SHADER_HANDLE
- MESH_TYPES_HANDLE
- MESH_VIEW_BINDINGS_HANDLE
- MESH_VIEW_TYPES_HANDLE
- MORPH_HANDLE
- OCCLUSION_CULLING_HANDLE
- PARALLAX_MAPPING_SHADER_HANDLE
- PBR_AMBIENT_HANDLE
- PBR_BINDINGS_SHADER_HANDLE
- PBR_DEFERRED_FUNCTIONS_HANDLE
- PBR_DEFERRED_TYPES_HANDLE
- PBR_FRAGMENT_HANDLE
- PBR_FUNCTIONS_HANDLE
- PBR_LIGHTING_HANDLE
- PBR_PREPASS_FUNCTIONS_SHADER_HANDLE
- PBR_PREPASS_SHADER_HANDLE
- PBR_SHADER_HANDLE
- PBR_TRANSMISSION_HANDLE
- PBR_TYPES_SHADER_HANDLE
- PREPASS_BINDINGS_SHADER_HANDLE
- PREPASS_IO_SHADER_HANDLE
- PREPASS_SHADER_HANDLE
- PREPASS_UTILS_SHADER_HANDLE
- RESET_INDIRECT_BATCH_SETS_SHADER_HANDLE
- RGB9E5_FUNCTIONS_HANDLE
- SHADOWS_HANDLE
- SHADOW_SAMPLING_HANDLE
- SKINNING_HANDLE
- TONEMAPPING_LUT_SAMPLER_BINDING_INDEX
- TONEMAPPING_LUT_TEXTURE_BINDING_INDEX
- UTILS_HANDLE
- VIEW_TRANSFORMATIONS_SHADER_HANDLE
- deferred::DEFAULT_PBR_DEFERRED_LIGHTING_PASS_ID
- deferred::DEFERRED_LIGHTING_SHADER_HANDLE
- environment_map::ENVIRONMENT_MAP_SHADER_HANDLE
- irradiance_volume::IRRADIANCE_VOLUME_SHADER_HANDLE
- light_consts::lumens::LUMENS_PER_HALOGEN_WATTS
- light_consts::lumens::LUMENS_PER_INCANDESCENT_WATTS
- light_consts::lumens::LUMENS_PER_LED_WATTS
- light_consts::lux::AMBIENT_DAYLIGHT
- light_consts::lux::CIVIL_TWILIGHT
- light_consts::lux::CLEAR_SUNRISE
- light_consts::lux::DARK_OVERCAST_DAY
- light_consts::lux::DIRECT_SUNLIGHT
- light_consts::lux::FULL_DAYLIGHT
- light_consts::lux::FULL_MOON_NIGHT
- light_consts::lux::HALLWAY
- light_consts::lux::LIVING_ROOM
- light_consts::lux::MOONLESS_NIGHT
- light_consts::lux::OFFICE
- light_consts::lux::OVERCAST_DAY
- light_consts::lux::RAW_SUNLIGHT
- wireframe::WIREFRAME_SHADER_HANDLE