Class PBRClearCoatConfiguration
Hierarchy
- PBRClearCoatConfiguration
Index
Constructors
Properties
Methods
Constructors
constructor
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Instantiate a new istance of clear coat configuration.
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 PBRClearCoatConfiguration
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Properties
bump TextureSearch playground for bumpTexture
Define the clear coat specific bump texture.
index OfRefractionSearch playground for indexOfRefraction
Defines the index of refraction of the clear coat. This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence The default fits with a polyurethane material. Changing the default value is more performance intensive.
intensitySearch playground for intensity
Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
is EnabledSearch playground for isEnabled
Defines if the clear coat is enabled in the material.
is Tint EnabledSearch playground for isTintEnabled
Defines if the clear coat tint is enabled in the material.
remap F0On Interface ChangeSearch playground for remapF0OnInterfaceChange
Defines if the F0 value should be remapped to account for the interface change in the material.
roughnessSearch playground for roughness
Defines the clear coat layer roughness.
textureSearch playground for texture
Stores the clear coat values in a texture (red channel is intensity and green channel is roughness) If useRoughnessFromMainTexture is false, the green channel of texture is not used and the green channel of textureRoughness is used instead if textureRoughness is not empty, else no texture roughness is used
texture RoughnessSearch playground for textureRoughness
Stores the clear coat roughness in a texture (green channel) Not used if useRoughnessFromMainTexture is true
tint ColorSearch playground for tintColor
Defines the clear coat tint of the material. This is only use if tint is enabled
tint Color AtDistanceSearch playground for tintColorAtDistance
Defines the distance at which the tint color should be found in the clear coat media. This is only use if tint is enabled
tint TextureSearch playground for tintTexture
Stores the clear tint values in a texture. rgb is tint a is a thickness factor
tint ThicknessSearch playground for tintThickness
Defines the clear coat layer thickness. This is only use if tint is enabled
use Roughness From Main TextureSearch playground for useRoughnessFromMainTexture
Indicates that the green channel of the texture property will be used for roughness (default: true) If false, the green channel from textureRoughness is used for roughness
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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engine: Engine
defines the engine the material belongs to.
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disableBumpMap: boolean
defines wether the material disables bump or not.
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isFrozen: boolean
defines wether the material is frozen or not.
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invertNormalMapX: boolean
If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
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invertNormalMapY: boolean
If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
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Optional subMesh: SubMesh
the submesh to bind data for
Returns void
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copy ToSearch playground for copyTo
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Makes a duplicate of the current configuration into another one.
Parameters
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clearCoatConfiguration: PBRClearCoatConfiguration
define the config 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 of the texture useful for serialization or dynamic coding.
Returns string
"PBRClearCoatConfiguration"
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 wehter the submesh is ready to be used or not.
Parameters
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defines: IMaterialClearCoatDefines
the list of "defines" to update.
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scene: Scene
defines the scene the material belongs to.
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engine: Engine
defines the engine the material belongs to.
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disableBumpMap: boolean
defines wether the material disables bump or not.
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 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: IMaterialClearCoatDefines
the list of "defines" to update.
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scene: Scene
defines the scene to the material belongs to.
Returns void
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serializeSearch playground for serialize
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Serializes this clear coat configuration.
Returns any
- An object with the serialized config.
Static Add FallbacksSearch playground for AddFallbacks
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Add fallbacks to the effect fallbacks list.
Parameters
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defines: IMaterialClearCoatDefines
defines the Base texture to use.
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fallbacks: EffectFallbacks
defines the current fallback list.
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currentRank: number
defines the current fallback rank.
Returns number
the new fallback rank.
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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 clear coat parameters of the pbr material.