Function specialize_prepass_material_meshes
Source pub fn specialize_prepass_material_meshes<M>(
render_meshes: Res<'_, RenderAssets<RenderMesh>>,
render_materials: Res<'_, RenderAssets<PreparedMaterial<M>>>,
render_mesh_instances: Res<'_, RenderMeshInstances>,
render_material_instances: Res<'_, RenderMaterialInstances>,
render_lightmaps: Res<'_, RenderLightmaps>,
render_visibility_ranges: Res<'_, RenderVisibilityRanges>,
material_bind_group_allocator: Res<'_, MaterialBindGroupAllocator<M>>,
view_key_cache: Res<'_, ViewKeyPrepassCache>,
views: Query<'_, '_, (&ExtractedView, &RenderVisibleEntities, &Msaa, Option<&MotionVectorPrepass>, Option<&DeferredPrepass>)>,
(opaque_prepass_render_phases, alpha_mask_prepass_render_phases, opaque_deferred_render_phases, alpha_mask_deferred_render_phases): (Res<'_, ViewBinnedRenderPhases<Opaque3dPrepass>>, Res<'_, ViewBinnedRenderPhases<AlphaMask3dPrepass>>, Res<'_, ViewBinnedRenderPhases<Opaque3dDeferred>>, Res<'_, ViewBinnedRenderPhases<AlphaMask3dDeferred>>),
(specialized_material_pipeline_cache, ticks, prepass_pipeline, pipelines, pipeline_cache, view_specialization_ticks, entity_specialization_ticks): (ResMut<'_, SpecializedPrepassMaterialPipelineCache<M>>, SystemChangeTick, Res<'_, PrepassPipeline<M>>, ResMut<'_, SpecializedMeshPipelines<PrepassPipeline<M>>>, Res<'_, PipelineCache>, Res<'_, ViewPrepassSpecializationTicks>, Res<'_, EntitySpecializationTicks<M>>),
)