Class PBRSheenConfiguration
Hierarchy
- PBRSheenConfiguration
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 PBRSheenConfiguration
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Properties
albedo ScalingSearch playground for albedoScaling
If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique. It allows the strength of the sheen effect to not depend on the base color of the material, making it easier to setup and tweak the effect
colorSearch playground for color
Defines the sheen color.
intensitySearch playground for intensity
Defines the sheen intensity.
is EnabledSearch playground for isEnabled
Defines if the material uses sheen.
link Sheen With AlbedoSearch playground for linkSheenWithAlbedo
Defines if the sheen is linked to the sheen color.
roughnessSearch playground for roughness
Defines the sheen roughness. It is not taken into account if linkSheenWithAlbedo is true. To stay backward compatible, material roughness is used instead if sheen roughness = null
textureSearch playground for texture
Stores the sheen tint values in a texture. rgb is tint a is a intensity or roughness if the roughness property has been defined and useRoughnessFromTexture is true (in that case, textureRoughness won't be used) If the roughness property has been defined and useRoughnessFromTexture is false then the alpha channel is not used to modulate roughness
texture RoughnessSearch playground for textureRoughness
Stores the sheen roughness in a texture. alpha channel is the roughness. This texture won't be used if the texture property is not empty and useRoughnessFromTexture is true
use Roughness From Main TextureSearch playground for useRoughnessFromMainTexture
Indicates that the alpha channel of the texture property will be used for roughness. Has no effect if the roughness (and texture!) property is not defined
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 wether the material is frozen or not.
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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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sheenConfiguration: PBRSheenConfiguration
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
"PBRSheenConfiguration"
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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Specifies that the submesh is ready to be used.
Parameters
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defines: IMaterialSheenDefines
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 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: IMaterialSheenDefines
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 BRDF 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: IMaterialSheenDefines
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 Sheen parameters of the pbr material.