Enum bevy::core_pipeline::dof::DepthOfFieldMode

pub enum DepthOfFieldMode {
    Bokeh,
    Gaussian,
}
Expand description

Controls the appearance of the effect.

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Bokeh

A more accurate simulation, in which circles of confusion generate “spots” of light.

For more information, see Wikipedia’s article on bokeh.

This doesn’t work on WebGPU.

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Gaussian

A faster simulation, in which out-of-focus areas are simply blurred.

This is less accurate to actual lens behavior and is generally less aesthetically pleasing but requires less video memory bandwidth.

This is the default.

This works on native and WebGPU. If targeting native platforms, consider using DepthOfFieldMode::Bokeh instead.

Trait Implementations§

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impl Clone for DepthOfFieldMode

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fn clone(&self) -> DepthOfFieldMode

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for DepthOfFieldMode
where DepthOfFieldMode: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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fn register_component_hooks(_hooks: &mut ComponentHooks)

Called when registering this component, allowing mutable access to its ComponentHooks.
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impl Debug for DepthOfFieldMode

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for DepthOfFieldMode

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fn default() -> DepthOfFieldMode

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

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fn eq(&self, other: &DepthOfFieldMode) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for DepthOfFieldMode

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impl StructuralPartialEq for DepthOfFieldMode

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impl<T> Any for T
where T: 'static + ?Sized,

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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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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId), )

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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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