pub struct StandardMaterialUniform {
Show 18 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 lightmap_exposure: 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.

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§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.

§lightmap_exposure: f32

The exposure (brightness) level of the lightmap, if present.

§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§

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impl AsBindGroupShaderType<StandardMaterialUniform> for StandardMaterial

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fn as_bind_group_shader_type( &self, images: &RenderAssets<Image> ) -> StandardMaterialUniform

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 Clone for StandardMaterialUniform

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fn clone(&self) -> StandardMaterialUniform

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl CreateFrom for StandardMaterialUniform
where StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<18>>, Vec4: for<'__> CreateFrom, f32: for<'__> CreateFrom, u32: for<'__> CreateFrom,

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fn create_from<B>(reader: &mut Reader<B>) -> StandardMaterialUniform
where B: BufferRef,

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impl Default for StandardMaterialUniform

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fn default() -> StandardMaterialUniform

Returns the “default value” for a type. Read more
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impl ReadFrom for StandardMaterialUniform
where StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<18>>, Vec4: for<'__> ReadFrom, f32: for<'__> ReadFrom, u32: for<'__> ReadFrom,

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fn read_from<B>(&mut self, reader: &mut Reader<B>)
where B: BufferRef,

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impl ShaderSize for StandardMaterialUniform

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const SHADER_SIZE: NonZeroU64 = _

Represents WGSL Size (equivalent to ShaderType::min_size)
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impl ShaderType for StandardMaterialUniform

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fn size(&self) -> NonZeroU64

Returns the size of Self at runtime Read more
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fn min_size() -> NonZeroU64

Represents the minimum size of Self (equivalent to GPUBufferBindingLayout.minBindingSize) Read more
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fn assert_uniform_compat()

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impl WriteInto for StandardMaterialUniform
where StandardMaterialUniform: ShaderType<ExtraMetadata = StructMetadata<18>>, Vec4: for<'__> WriteInto, f32: for<'__> WriteInto, u32: for<'__> WriteInto,

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fn write_into<B>(&self, writer: &mut Writer<B>)
where B: BufferMut,

Auto Trait Implementations§

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> 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<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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fn downcast(&self) -> &T

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impl<T> Downcast for T
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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
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Creates Self using data from the given World.
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Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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