Class ShadowDepthWrapper
Hierarchy
- ShadowDepthWrapper
Index
Constructors
Accessors
Methods
Constructors
constructor
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Instantiate a new shadow depth wrapper. It works by injecting some specific code in the vertex/fragment shaders of the base material and is used by a shadow generator to generate the shadow depth map. For more information, please refer to the documentation: https://doc.babylonjs.com/babylon101/shadows
Parameters
-
baseMaterial: Material
Material to wrap
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scene: Scene
Define the scene the material belongs to
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Optional options: IIOptionShadowDepthMaterial
Options used to create the wrapper
Returns ShadowDepthWrapper
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Accessors
base Material
-
Gets the base material the wrapper is built upon
Returns Material
standalone
-
Gets the standalone status of the wrapper
Returns boolean
Methods
disposeSearch playground for dispose
-
Disposes the resources
Returns void
get EffectSearch playground for getEffect
-
Gets the effect to use to generate the depth map
Parameters
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subMesh: Nullable<SubMesh>
subMesh to get the effect for
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shadowGenerator: ShadowGenerator
shadow generator to get the effect for
Returns Nullable<Effect>
the effect to use to generate the depth map for the subMesh + shadow generator specified
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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 for depth rendering
Parameters
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subMesh: SubMesh
submesh to check
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defines: string[]
the list of defines to take into account when checking the effect
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shadowGenerator: ShadowGenerator
combined with subMesh, it defines the effect to check
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useInstances: boolean
specifies that instances should be used
Returns boolean
a boolean indicating that the submesh is ready or not
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Class that can be used to wrap a base material to generate accurate shadows when using custom vertex/fragment code in the base material