Class DetailMapConfiguration
Hierarchy
- DetailMapConfiguration
Index
Constructors
Properties
Methods
Constructors
constructor
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Instantiate a new detail map
Parameters
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markAllSubMeshesAsTexturesDirty: () => void
Callback to flag the material to dirty
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Returns void
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Returns DetailMapConfiguration
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Properties
bump LevelSearch playground for bumpLevel
Defines how strong the bump effect from the detail map is Bigger values mean stronger effect
diffuse Blend LevelSearch playground for diffuseBlendLevel
Defines how strongly the detail diffuse/albedo channel is blended with the regular diffuse/albedo texture Bigger values mean stronger blending
is EnabledSearch playground for isEnabled
Enable or disable the detail map on this material
normal Blend MethodSearch playground for normalBlendMethod
The method used to blend the bump and detail normals together
roughness Blend LevelSearch playground for roughnessBlendLevel
Defines how strongly the detail roughness channel is blended with the regular roughness value Bigger values mean stronger blending. Only used with PBR materials
textureSearch playground for texture
The detail texture of the material.
Methods
bind For Sub MeshSearch playground for bindForSubMesh
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Binds the material data.
Parameters
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uniformBuffer: UniformBuffer
defines the Uniform buffer to fill in.
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scene: Scene
defines the scene the material belongs to.
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isFrozen: boolean
defines whether the material is frozen or not.
Returns void
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copy ToSearch playground for copyTo
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Makes a duplicate of the current instance into another one.
Parameters
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detailMap: DetailMapConfiguration
define the instance where to copy the info
Returns void
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disposeSearch playground for dispose
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Disposes the resources of the material.
Parameters
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Optional forceDisposeTextures: boolean
Forces the disposal of all textures.
Returns void
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get Active TexturesSearch playground for getActiveTextures
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Returns an array of the actively used textures.
Parameters
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activeTextures: BaseTexture[]
Array of BaseTextures
Returns void
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get AnimatablesSearch playground for getAnimatables
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Returns the animatable textures.
Parameters
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animatables: IAnimatable[]
Array of animatable textures.
Returns void
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get Class NameSearch playground for getClassName
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Get the current class name useful for serialization or dynamic coding.
Returns string
"DetailMap"
has TextureSearch playground for hasTexture
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Checks to see if a texture is used in the material.
Parameters
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texture: BaseTexture
Base texture to use.
Returns boolean
- Boolean specifying if a texture is used in the material.
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is Ready For Sub MeshSearch playground for isReadyForSubMesh
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Gets whether the submesh is ready to be used or not.
Parameters
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defines: IMaterialDetailMapDefines
the list of "defines" to update.
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scene: Scene
defines the scene the material belongs to.
Returns boolean
- boolean indicating that the submesh is ready or not.
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parseSearch playground for parse
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Parses a detail map setting from a serialized object.
Parameters
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source: any
Serialized object.
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scene: Scene
Defines the scene we are parsing for
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rootUrl: string
Defines the rootUrl to load from
Returns void
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prepare DefinesSearch playground for prepareDefines
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Update the defines for detail map usage
Parameters
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defines: IMaterialDetailMapDefines
the list of "defines" to update.
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scene: Scene
defines the scene the material belongs to.
Returns void
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serializeSearch playground for serialize
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Serializes this detail map instance
Returns any
- An object with the serialized instance.
Static Add SamplersSearch playground for AddSamplers
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Add the required samplers to the current list.
Parameters
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samplers: string[]
defines the current sampler list.
Returns void
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Static Add UniformsSearch playground for AddUniforms
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Add the required uniforms to the current list.
Parameters
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uniforms: string[]
defines the current uniform list.
Returns void
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Static Prepare Uniform BufferSearch playground for PrepareUniformBuffer
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Add the required uniforms to the current buffer.
Parameters
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uniformBuffer: UniformBuffer
defines the current uniform buffer.
Returns void
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Define the code related to the detail map parameters of a material
Inspired from: Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html Cryengine: https://docs.cryengine.com/display/SDKDOC2/Detail+Maps