Class PBRClearCoatConfiguration
Hierarchy
- MaterialPluginBase
- PBRClearCoatConfiguration
Index
Constructors
Properties
Methods
- add
Fallbacks - bind
For Sub Mesh - collect
Defines - copy
To - dispose
- fill
Render Target Textures - get
Active Textures - get
Animatables - get
Attributes - get
Class Name - get
Custom Code - get
Samplers - get
Uniform Buffers Names - get
Uniforms - hard
Bind For Sub Mesh - has
Render Target Textures - has
Texture - is
Ready For Sub Mesh - parse
- prepare
Defines - prepare
Defines Before Attributes - serialize
Constructors
constructor
Creates a new material plugin
Parameters
material: PBRBaseMaterial
Optional addToPluginList: boolean
Returns PBRClearCoatConfiguration
Properties
bump TextureSearch playground for bumpTexture
Define the clear coat specific bump texture.
index Of RefractionSearch 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.
Readonly mark All Defines As DirtySearch playground for markAllDefinesAsDirty
Type declaration
Helper function to mark defines as being dirty.
Returns void
nameSearch playground for name
Defines the name of the plugin
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)
remap F0 On 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 At DistanceSearch 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
add FallbacksSearch playground for addFallbacks
Add fallbacks to the effect fallbacks list.
Parameters
defines: MaterialClearCoatDefines
fallbacks: EffectFallbacks
currentRank: number
Returns number
the new fallback rank.
bind For Sub MeshSearch playground for bindForSubMesh
Binds the material data.
Parameters
uniformBuffer: UniformBuffer
scene: Scene
engine: Engine
subMesh: SubMesh
Returns void
collect DefinesSearch playground for collectDefines
Collects all defines.
Parameters
defines: {}
The object to append to.
[name: string]: { default: any; type: string }
default: any
type: string
Returns void
copy ToSearch playground for copyTo
Makes a duplicate of the current configuration into another one.
Parameters
plugin: MaterialPluginBase
define the config where to copy the info
Returns void
disposeSearch playground for dispose
Disposes the resources of the material.
Parameters
Optional forceDisposeTextures: boolean
Returns void
fill Render Target TexturesSearch playground for fillRenderTargetTextures
Fills the list of render target textures.
Parameters
renderTargets: SmartArray<RenderTargetTexture>
the list of render targets to update
Returns void
get Active TexturesSearch playground for getActiveTextures
Returns an array of the actively used textures.
Parameters
activeTextures: BaseTexture[]
Returns void
get AnimatablesSearch playground for getAnimatables
Returns the animatable textures.
Parameters
animatables: IAnimatable[]
Returns void
get AttributesSearch playground for getAttributes
Gets the attributes used by the plugin.
Parameters
attributes: string[]
list that the attribute names should be added to.
scene: Scene
the scene that the material belongs to.
mesh: AbstractMesh
the mesh being rendered.
Returns void
get Class NameSearch playground for getClassName
Gets the current class name useful for serialization or dynamic coding.
Returns string
The class name.
get Custom CodeSearch playground for getCustomCode
Returns a list of custom shader code fragments to customize the shader.
Parameters
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
Gets the samplers used by the plugin.
Parameters
samplers: string[]
Returns void
get Uniform Buffers NamesSearch playground for getUniformBuffersNames
Gets the uniform buffers names added by the plugin.
Parameters
ubos: string[]
list that the ubo names should be added to.
Returns void
get UniformsSearch playground for getUniforms
Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)
Returns { fragment?: string; ubo?: { name: string; size: number; type: string }[]; vertex?: string }
the description of the uniforms
Optional fragment?: string
Optional ubo?: { name: string; size: number; type: string }[]
Optional vertex?: string
hard Bind For Sub MeshSearch playground for hardBindForSubMesh
Binds the material data (this function is called even if mustRebind() returns false)
Parameters
uniformBuffer: UniformBuffer
defines the Uniform buffer to fill in.
scene: Scene
defines the scene the material belongs to.
engine: Engine
defines the engine the material belongs to.
subMesh: SubMesh
the submesh to bind data for
Returns void
has Render Target TexturesSearch playground for hasRenderTargetTextures
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
Checks to see if a texture is used in the material.
Parameters
texture: BaseTexture
Returns boolean
- Boolean specifying if a texture is used in the material.
is Ready For Sub MeshSearch playground for isReadyForSubMesh
parseSearch playground for parse
Parses a anisotropy Configuration from a serialized object.
Parameters
source: any
Serialized object.
scene: Scene
Defines the scene we are parsing for
rootUrl: string
Defines the rootUrl to load from
Returns void
prepare DefinesSearch playground for prepareDefines
Sets the defines for the next rendering
Parameters
defines: MaterialDefines
the list of "defines" to update.
scene: Scene
defines the scene to the material belongs to.
mesh: AbstractMesh
the mesh being rendered
Returns void
prepare Defines Before AttributesSearch playground for prepareDefinesBeforeAttributes
Sets the defines for the next rendering. Called before MaterialHelper.PrepareDefinesForAttributes is called.
Parameters
defines: MaterialClearCoatDefines
scene: Scene
Returns void
serializeSearch playground for serialize
Serializes this clear coat configuration.
Returns any
- An object with the serialized config.
Plugin that implements the clear coat component of the PBR material