Struct bevy::pbr::StandardMaterialUniform
pub struct StandardMaterialUniform {Show 17 fields
pub base_color: Vec4,
pub emissive: Vec4,
pub roughness: f32,
pub metallic: f32,
pub reflectance: f32,
pub diffuse_transmission: f32,
pub specular_transmission: f32,
pub thickness: f32,
pub ior: f32,
pub attenuation_distance: f32,
pub attenuation_color: Vec4,
pub flags: u32,
pub alpha_cutoff: f32,
pub parallax_depth_scale: f32,
pub max_parallax_layer_count: f32,
pub max_relief_mapping_search_steps: u32,
pub deferred_lighting_pass_id: u32,
}
Expand description
The GPU representation of the uniform data of a StandardMaterial
.
Fields§
§base_color: Vec4
Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything in between.
emissive: Vec4
§roughness: f32
Linear perceptual roughness, clamped to [0.089, 1.0] in the shader Defaults to minimum of 0.089
metallic: f32
From [0.0, 1.0], dielectric to pure metallic
reflectance: f32
Specular intensity for non-metals on a linear scale of [0.0, 1.0] defaults to 0.5 which is mapped to 4% reflectance in the shader
diffuse_transmission: f32
Amount of diffuse light transmitted through the material
specular_transmission: f32
Amount of specular light transmitted through the material
thickness: f32
Thickness of the volume underneath the material surface
ior: f32
Index of Refraction
attenuation_distance: f32
How far light travels through the volume underneath the material surface before being absorbed
attenuation_color: Vec4
Color white light takes after travelling through the attenuation distance underneath the material surface
flags: u32
The StandardMaterialFlags
accessible in the wgsl
shader.
alpha_cutoff: f32
When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque, and any below means fully transparent.
parallax_depth_scale: f32
The depth of the StandardMaterial::depth_map
to apply.
max_parallax_layer_count: f32
In how many layers to split the depth maps for Steep parallax mapping.
If your parallax_depth_scale
is >0.1 and you are seeing jaggy edges,
increase this value. However, this incurs a performance cost.
max_relief_mapping_search_steps: u32
Using ParallaxMappingMethod::Relief
, how many additional
steps to use at most to find the depth value.
deferred_lighting_pass_id: u32
ID for specifying which deferred lighting pass should be used for rendering this material, if any.
Trait Implementations§
§impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial
impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial
§fn as_bind_group_shader_type(
&self,
images: &RenderAssets<Image>
) -> StandardMaterialUniform
fn as_bind_group_shader_type( &self, images: &RenderAssets<Image> ) -> StandardMaterialUniform
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl Clone for StandardMaterialUniform
impl Clone for StandardMaterialUniform
§fn clone(&self) -> StandardMaterialUniform
fn clone(&self) -> StandardMaterialUniform
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more§impl CreateFrom for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<17>>,
Vec4: CreateFrom,
f32: CreateFrom,
u32: CreateFrom,
impl CreateFrom for StandardMaterialUniformwhere StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<17>>, Vec4: CreateFrom, f32: CreateFrom, u32: CreateFrom,
fn create_from<B>(reader: &mut Reader<B>) -> StandardMaterialUniformwhere B: BufferRef,
§impl Default for StandardMaterialUniform
impl Default for StandardMaterialUniform
§fn default() -> StandardMaterialUniform
fn default() -> StandardMaterialUniform
§impl ReadFrom for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<17>>,
Vec4: ReadFrom,
f32: ReadFrom,
u32: ReadFrom,
impl ReadFrom for StandardMaterialUniformwhere StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<17>>, Vec4: ReadFrom, f32: ReadFrom, u32: ReadFrom,
§impl ShaderSize for StandardMaterialUniformwhere
Vec4: ShaderSize,
f32: ShaderSize,
u32: ShaderSize,
impl ShaderSize for StandardMaterialUniformwhere Vec4: ShaderSize, f32: ShaderSize, u32: ShaderSize,
§const SHADER_SIZE: NonZeroU64 = _
const SHADER_SIZE: NonZeroU64 = _
ShaderType::min_size
)§impl ShaderType for StandardMaterialUniformwhere
Vec4: ShaderType + ShaderSize,
f32: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
impl ShaderType for StandardMaterialUniformwhere Vec4: ShaderType + ShaderSize, f32: ShaderType + ShaderSize, u32: ShaderType + ShaderSize,
§fn size(&self) -> NonZeroU64
fn size(&self) -> NonZeroU64
Self
at runtime Read more§fn min_size() -> NonZeroU64
fn min_size() -> NonZeroU64
§fn assert_uniform_compat()
fn assert_uniform_compat()
Self
meets the requirements of the
uniform address space restrictions on stored values and the
uniform address space layout constraints Read more§impl WriteInto for StandardMaterialUniformwhere
StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<17>>,
Vec4: WriteInto,
f32: WriteInto,
u32: WriteInto,
impl WriteInto for StandardMaterialUniformwhere StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<17>>, Vec4: WriteInto, f32: WriteInto, u32: WriteInto,
fn write_into<B>(&self, writer: &mut Writer<B>)where B: BufferMut,
Auto Trait Implementations§
impl RefUnwindSafe for StandardMaterialUniform
impl Send for StandardMaterialUniform
impl Sync for StandardMaterialUniform
impl Unpin for StandardMaterialUniform
impl UnwindSafe for StandardMaterialUniform
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
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impl<T> FromWorld for Twhere T: Default,
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