Class PBRBRDFConfiguration
Hierarchy
- PBRBRDFConfiguration
Index
Constructors
Properties
Methods
Constructors
constructor
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Instantiate a new istance of clear coat configuration.
Parameters
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markAllSubMeshesAsMiscDirty: () => void
Callback to flag the material to dirty
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Returns void
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Returns PBRBRDFConfiguration
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Properties
use Energy ConservationSearch playground for useEnergyConservation
Defines if the material uses energy conservation.
use Smith Visibility Height CorrelatedSearch playground for useSmithVisibilityHeightCorrelated
LEGACY Mode set to false Defines if the material uses height smith correlated visibility term. If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision Not relying on height correlated will also disable energy conservation.
use Specular Glossiness Input Energy ConservationSearch playground for useSpecularGlossinessInputEnergyConservation
Defines if the material uses energy conservation, when the specular workflow is active. If activated, the albedo color is multiplied with (1. - maxChannel(specular color)). If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1. In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
use Spherical HarmonicsSearch playground for useSphericalHarmonics
LEGACY Mode set to false Defines if the material uses spherical harmonics vs spherical polynomials for the diffuse part of the IBL. The harmonics despite a tiny bigger cost has been proven to provide closer results to the ground truth.
Static DEFAULT_ USE_ ENERGY_ CONSERVATIONSearch playground for DEFAULT_USE_ENERGY_CONSERVATION
Default value used for the energy conservation. This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
Static DEFAULT_ USE_ SMITH_ VISIBILITY_ HEIGHT_ CORRELATEDSearch playground for DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED
Default value used for the Smith Visibility Height Correlated mode. This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
Static DEFAULT_ USE_ SPECULAR_ GLOSSINESS_ INPUT_ ENERGY_ CONSERVATIONSearch playground for DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION
Default value used for activating energy conservation for the specular workflow. If activated, the albedo color is multiplied with (1. - maxChannel(specular color)). If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
Static DEFAULT_ USE_ SPHERICAL_ HARMONICSSearch playground for DEFAULT_USE_SPHERICAL_HARMONICS
Default value used for the IBL diffuse part. This can help switching back to the polynomials mode globally which is a tiny bit less GPU intensive at the drawback of a lower quality.
Methods
copy ToSearch playground for copyTo
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Makes a duplicate of the current configuration into another one.
Parameters
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brdfConfiguration: PBRBRDFConfiguration
define the config where to copy the info
Returns void
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get Class NameSearch playground for getClassName
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Get the current class name of the texture useful for serialization or dynamic coding.
Returns string
"PBRClearCoatConfiguration"
parseSearch playground for parse
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Parses a anisotropy Configuration 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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Checks to see if a texture is used in the material.
Parameters
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defines: IMaterialBRDFDefines
the list of "defines" to update.
Returns void
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serializeSearch playground for serialize
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Serializes this BRDF configuration.
Returns any
- An object with the serialized config.
Define the code related to the BRDF parameters of the pbr material.