Enum bevy_render::render_resource::ShaderRef
source · pub enum ShaderRef {
Default,
Handle(Handle<Shader>),
Path(AssetPath<'static>),
}
Expand description
A reference to a shader asset.
Variants§
Default
Use the “default” shader for the current context.
Handle(Handle<Shader>)
A handle to a shader stored in the Assets<Shader>
resource
Path(AssetPath<'static>)
An asset path leading to a shader
Trait Implementations§
Auto Trait Implementations§
impl Freeze for ShaderRef
impl !RefUnwindSafe for ShaderRef
impl Send for ShaderRef
impl Sync for ShaderRef
impl Unpin for ShaderRef
impl !UnwindSafe for ShaderRef
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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.source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
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