Class ShadowDepthWrapper
Hierarchy
- ShadowDepthWrapper
Index
Constructors
constructor
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
Optional scene: Scene
Define the scene the material belongs to
Optional options: IIOptionShadowDepthMaterial
Options used to create the wrapper
Returns ShadowDepthWrapper
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
subMesh: Nullable<SubMesh>
subMesh to get the effect for
shadowGenerator: ShadowGenerator
shadow generator to get the effect for
passIdForDrawWrapper: number
Id of the pass for which the effect from the draw wrapper must be retrieved from
Returns Nullable<DrawWrapper>
the effect to use to generate the depth map for the subMesh + shadow generator specified
is Ready For Sub MeshSearch playground for isReadyForSubMesh
Specifies that the submesh is ready to be used for depth rendering
Parameters
subMesh: SubMesh
submesh to check
defines: string[]
the list of defines to take into account when checking the effect
shadowGenerator: ShadowGenerator
combined with subMesh, it defines the effect to check
useInstances: boolean
specifies that instances should be used
passIdForDrawWrapper: number
Id of the pass for which the draw wrapper should be created
Returns boolean
a boolean indicating that the submesh is ready or not
Class that can be used to wrap a base material to generate accurate shadows when using custom vertex/fragment code in the base material