Class DetailMapConfiguration
Hierarchy
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MaterialPluginBase
- DetailMapConfiguration
Index
Constructors
Properties
Methods
Constructors
constructor
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Parameters
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material: PBRBaseMaterial | StandardMaterial
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Optional addToPluginList: boolean
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
nameSearch playground for name
Defines the name of the plugin
normal Blend MethodSearch playground for normalBlendMethod
The method used to blend the bump and detail normals together
prioritySearch playground for priority
Defines the priority of the plugin. Lower numbers run first.
register For Extra EventsSearch playground for registerForExtraEvents
Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)
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
add FallbacksSearch playground for addFallbacks
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Add fallbacks to the effect fallbacks list.
Parameters
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defines: MaterialDefines
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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bind For Sub MeshSearch playground for bindForSubMesh
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Parameters
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uniformBuffer: UniformBuffer
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scene: Scene
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engine: Engine
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subMesh: SubMesh
Returns void
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collect DefinesSearch playground for collectDefines
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Collects all defines.
Parameters
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defines: {}
The object to append to.
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[name: string]: { default: any; type: string }
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default: any
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type: string
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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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plugin: MaterialPluginBase
define the config where to copy the info
Returns void
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disposeSearch playground for dispose
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Parameters
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Optional forceDisposeTextures: boolean
Returns void
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fill Render Target TexturesSearch playground for fillRenderTargetTextures
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Fills the list of render target textures.
Parameters
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renderTargets: SmartArray<RenderTargetTexture>
the list of render targets to update
Returns void
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get Active TexturesSearch playground for getActiveTextures
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Parameters
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activeTextures: BaseTexture[]
Returns void
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get AnimatablesSearch playground for getAnimatables
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Parameters
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animatables: IAnimatable[]
Returns void
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get Class NameSearch playground for getClassName
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Returns string
get Custom CodeSearch playground for getCustomCode
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Returns a list of custom shader code fragments to customize the shader.
Parameters
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shaderType: string
"vertex" or "fragment"
Returns Nullable<{}>
null if no code to be added, or a list of pointName => code. Note that
pointName
can also be a regular expression if it starts with a!
. In that case, the string found by the regular expression (if any) will be replaced by the code provided. -
get SamplersSearch playground for getSamplers
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Parameters
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samplers: string[]
Returns void
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get UniformsSearch playground for getUniforms
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Returns { fragment?: string; ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string }
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Optional fragment?: string
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Optional ubo?: Array<{ name: string; size: number; type: string }>
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Optional vertex?: string
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hard Bind For Sub MeshSearch playground for hardBindForSubMesh
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Binds the material data (this function is called even if mustRebind() returns false)
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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subMesh: SubMesh
the submesh to bind data for
Returns void
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has Render Target TexturesSearch playground for hasRenderTargetTextures
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Gets a boolean indicating that current material needs to register RTT
Returns boolean
true if this uses a render target otherwise false.
has TextureSearch playground for hasTexture
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Parameters
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texture: BaseTexture
Returns boolean
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is Ready For Sub MeshSearch playground for isReadyForSubMesh
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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Parameters
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defines: MaterialDetailMapDefines
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scene: Scene
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mesh: AbstractMesh
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.
Plugin that implements the detail map component 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