Class ClearCoatBlock
Hierarchy
-
NodeMaterialBlock
- ClearCoatBlock
Index
Constructors
Properties
Accessors
Methods
- _deserialize
- auto
Configure - bind
- build
- clone
- connect
To - dispose
- get
Class Name - get
First Available Input - get
First Available Output - get
Input ByName - get
Output ByName - get
Sibling Output - initialize
- initialize
Defines - is
Ready - prepare
Defines - provide
Fallbacks - register
Input - register
Output - replace
Repeatable Content - serialize
- update
Uniforms And Samples - validate
Block Name - Get
Code
Constructors
constructor
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Create a new ClearCoatBlock
Parameters
-
name: string
defines the block name
Returns ClearCoatBlock
-
Properties
commentsSearch playground for comments
Gets or sets the comments associated with this block
inputs Are ExclusiveSearch playground for inputsAreExclusive
Gets or sets a boolean indicating that only one input can be connected at a time
remap F0On Interface ChangeSearch playground for remapF0OnInterfaceChange
Defines if the F0 value should be remapped to account for the interface change in the material.
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
visible InInspectorSearch playground for visibleInInspector
Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default)
visible OnFrameSearch playground for visibleOnFrame
Gets or sets a boolean indicating that this input can be edited from a collapsed frame
Accessors
build Id
-
Gets or sets the build Id
Returns number
-
Gets or sets the build Id
Parameters
-
value: number
Returns any
-
clearcoat
-
Gets the clear coat object output component
Returns NodeMaterialConnectionPoint
index OfRefraction
-
Gets the ior input component
Returns NodeMaterialConnectionPoint
inputs
-
Gets the list of input points
Returns NodeMaterialConnectionPoint[]
intensity
-
Gets the intensity input component
Returns NodeMaterialConnectionPoint
is Final Merger
-
Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
Returns boolean
is Input
-
Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
Returns boolean
is Unique
-
Gets a boolean indicating that this block can only be used once per NodeMaterial
Returns boolean
name
-
Gets the name of the block
Returns string
-
Sets the name of the block. Will check if the name is valid.
Parameters
-
newName: string
Returns any
-
normal Map Color
-
Gets the bump texture input component
Returns NodeMaterialConnectionPoint
outputs
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Gets the list of output points
Returns NodeMaterialConnectionPoint[]
roughness
-
Gets the roughness input component
Returns NodeMaterialConnectionPoint
target
-
Gets or sets the target of the block
Returns NodeMaterialBlockTargets
-
Gets or sets the target of the block
Parameters
-
value: NodeMaterialBlockTargets
Returns any
-
tint AtDistance
-
Gets the tint "at distance" input component
Returns NodeMaterialConnectionPoint
tint Color
-
Gets the tint color input component
Returns NodeMaterialConnectionPoint
tint Thickness
-
Gets the tint thickness input component
Returns NodeMaterialConnectionPoint
uv
-
Gets the uv input component
Returns NodeMaterialConnectionPoint
world Tangent
-
Gets the world tangent input component
Returns NodeMaterialConnectionPoint
Methods
_deserializeSearch playground for _deserialize
-
Parameters
-
serializationObject: any
-
scene: Scene
-
rootUrl: string
Returns void
-
auto ConfigureSearch playground for autoConfigure
-
Parameters
-
material: NodeMaterial
Returns void
-
bindSearch playground for bind
-
Parameters
-
effect: Effect
-
nodeMaterial: NodeMaterial
-
Optional mesh: Mesh
-
Optional subMesh: SubMesh
Returns void
-
buildSearch playground for build
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Compile the current node and generate the shader code
Parameters
-
state: NodeMaterialBuildState
defines the current compilation state (uniforms, samplers, current string)
-
activeBlocks: NodeMaterialBlock[]
defines the list of active blocks (i.e. blocks to compile)
Returns boolean
true if already built
-
cloneSearch playground for clone
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Clone the current block to a new identical block
Parameters
-
scene: Scene
defines the hosting scene
-
Optional rootUrl: string
defines the root URL to use to load textures and relative dependencies
Returns Nullable<NodeMaterialBlock>
a copy of the current block
-
connect ToSearch playground for connectTo
-
Connect current block with another block
Parameters
-
other: NodeMaterialBlock
defines the block to connect with
-
Optional options: { input?: string; output?: string; outputSwizzle?: string }
define the various options to help pick the right connections
-
Optional input?: string
-
Optional output?: string
-
Optional output
Swizzle?: string
-
Returns this | undefined
the current block
-
disposeSearch playground for dispose
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Release resources
Returns void
get Class NameSearch playground for getClassName
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Gets the current class name
Returns string
the class name
get First Available InputSearch playground for getFirstAvailableInput
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Will return the first available input e.g. the first one which is not an uniform or an attribute
Parameters
-
Optional forOutput: Nullable<NodeMaterialConnectionPoint>
defines an optional connection point to check compatibility with
Returns Nullable<NodeMaterialConnectionPoint>
the first available input or null
-
get First Available OutputSearch playground for getFirstAvailableOutput
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Will return the first available output e.g. the first one which is not yet connected and not a varying
Parameters
-
Optional forBlock: Nullable<NodeMaterialBlock>
defines an optional block to check compatibility with
Returns Nullable<NodeMaterialConnectionPoint>
the first available input or null
-
get Input ByNameSearch playground for getInputByName
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Find an input by its name
Parameters
-
name: string
defines the name of the input to look for
Returns Nullable<NodeMaterialConnectionPoint>
the input or null if not found
-
get Output ByNameSearch playground for getOutputByName
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Find an output by its name
Parameters
-
name: string
defines the name of the outputto look for
Returns Nullable<NodeMaterialConnectionPoint>
the output or null if not found
-
get Sibling OutputSearch playground for getSiblingOutput
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Gets the sibling of the given output
Parameters
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current: NodeMaterialConnectionPoint
defines the current output
Returns Nullable<NodeMaterialConnectionPoint>
the next output in the list or null
-
initializeSearch playground for initialize
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Initialize the block and prepare the context for build
Parameters
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state: NodeMaterialBuildState
defines the state that will be used for the build
Returns void
-
initialize DefinesSearch playground for initializeDefines
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Initialize defines for shader compilation
Parameters
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mesh: AbstractMesh
defines the mesh to be rendered
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nodeMaterial: NodeMaterial
defines the node material requesting the update
-
defines: NodeMaterialDefines
defines the material defines to update
-
Optional useInstances: boolean
specifies that instances should be used
Returns void
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is ReadySearch playground for isReady
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Checks if the block is ready
Parameters
-
mesh: AbstractMesh
defines the mesh to be rendered
-
nodeMaterial: NodeMaterial
defines the node material requesting the update
-
defines: NodeMaterialDefines
defines the material defines to update
-
Optional useInstances: boolean
specifies that instances should be used
Returns boolean
true if the block is ready
-
prepare DefinesSearch playground for prepareDefines
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Parameters
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mesh: AbstractMesh
-
nodeMaterial: NodeMaterial
-
defines: NodeMaterialDefines
Returns void
-
provide FallbacksSearch playground for provideFallbacks
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Add potential fallbacks if shader compilation fails
Parameters
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mesh: AbstractMesh
defines the mesh to be rendered
-
fallbacks: EffectFallbacks
defines the current prioritized list of fallbacks
Returns void
-
register InputSearch playground for registerInput
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Register a new input. Must be called inside a block constructor
Parameters
-
name: string
defines the connection point name
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type: NodeMaterialBlockConnectionPointTypes
defines the connection point type
-
Optional isOptional: boolean
defines a boolean indicating that this input can be omitted
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Optional target: NodeMaterialBlockTargets
defines the target to use to limit the connection point (will be VertexAndFragment by default)
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Optional point: NodeMaterialConnectionPoint
an already created connection point. If not provided, create a new one
Returns this
the current block
-
register OutputSearch playground for registerOutput
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Register a new output. Must be called inside a block constructor
Parameters
-
name: string
defines the connection point name
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type: NodeMaterialBlockConnectionPointTypes
defines the connection point type
-
Optional target: NodeMaterialBlockTargets
defines the target to use to limit the connection point (will be VertexAndFragment by default)
-
Optional point: NodeMaterialConnectionPoint
an already created connection point. If not provided, create a new one
Returns this
the current block
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replace Repeatable ContentSearch playground for replaceRepeatableContent
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Function called when a block is declared as repeatable content generator
Parameters
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vertexShaderState: NodeMaterialBuildState
defines the current compilation state for the vertex shader
-
fragmentShaderState: NodeMaterialBuildState
defines the current compilation state for the fragment shader
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mesh: AbstractMesh
defines the mesh to be rendered
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defines: NodeMaterialDefines
defines the material defines to update
Returns void
-
serializeSearch playground for serialize
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Returns any
update Uniforms And SamplesSearch playground for updateUniformsAndSamples
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Add uniforms, samplers and uniform buffers at compilation time
Parameters
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state: NodeMaterialBuildState
defines the state to update
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nodeMaterial: NodeMaterial
defines the node material requesting the update
-
defines: NodeMaterialDefines
defines the material defines to update
-
uniformBuffers: string[]
defines the list of uniform buffer names
Returns void
-
validate Block NameSearch playground for validateBlockName
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Validates the new name for the block node.
Parameters
-
newName: string
the new name to be given to the node.
Returns boolean
false if the name is a reserve word, else true.
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Static Get CodeSearch playground for GetCode
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Gets the main code of the block (fragment side)
Parameters
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state: NodeMaterialBuildState
current state of the node material building
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ccBlock: Nullable<ClearCoatBlock>
instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module
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reflectionBlock: Nullable<ReflectionBlock>
instance of a ReflectionBlock null if the code must be generated without an active reflection module
-
worldPosVarName: string
name of the variable holding the world position
-
generateTBNSpace: boolean
if true, the code needed to create the TBN coordinate space is generated
-
vTBNAvailable: boolean
indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy)
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worldNormalVarName: string
name of the variable holding the world normal
Returns string
the shader code
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Block used to implement the clear coat module of the PBR material