StandardMaterialOptions
The standard material options define a set of options used to control the shader frontend shader generation, such as textures, tints and multipliers.
Summary
Properties
ambientTint | The value of StandardMaterial#ambientTint. |
clearCoatGlossInvert | Invert the clearcoat gloss channel. |
diffuseTint | Defines if StandardMaterial#diffuse constant should affect diffuse color. |
emissiveTint | Defines if StandardMaterial#emissive constant should affect emission value. |
forceUv1 | If UV1 (second set of texture coordinates) is required in the shader. |
glossInvert | Invert the gloss channel. |
glossTint | Defines if StandardMaterial#shininess constant should affect glossiness value. |
metalnessTint | Defines if StandardMaterial#metalness constant should affect metalness value. |
opacityTint | Defines if StandardMaterial#opacity constant should affect opacity value. |
packedNormal | If normal map contains X in RGB, Y in Alpha, and Z must be reconstructed. |
pass | Value of Layer#shaderPass of the Layer being rendered. |
sheenGlossInvert | Invert the sheen gloss channel. |
specularTint | Defines if StandardMaterial#specular constant should affect specular color. |
Details
Constructor
StandardMaterialOptions()
Properties
If UV1 (second set of texture coordinates) is required in the shader. Will be declared as "vUv1" and passed to the fragment shader.
Defines if StandardMaterial#metalness constant should affect metalness value.
Value of Layer#shaderPass of the Layer being rendered. Must be set to the same in LitOptions#pass.