API Reference

Class List

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

booleanambientTint

The value of StandardMaterial#ambientTint.

booleanclearCoatGlossInvert

Invert the clearcoat gloss channel.

booleandiffuseTint

Defines if StandardMaterial#diffuse constant should affect diffuse color.

booleanemissiveTint

Defines if StandardMaterial#emissive constant should affect emission value.

booleanforceUv1

If UV1 (second set of texture coordinates) is required in the shader. Will be declared as "vUv1" and passed to the fragment shader.

booleanglossInvert

Invert the gloss channel.

booleanglossTint

Defines if StandardMaterial#shininess constant should affect glossiness value.

booleanmetalnessTint

Defines if StandardMaterial#metalness constant should affect metalness value.

booleanopacityTint

Defines if StandardMaterial#opacity constant should affect opacity value.

booleanpackedNormal

If normal map contains X in RGB, Y in Alpha, and Z must be reconstructed.

numberpass

Value of Layer#shaderPass of the Layer being rendered. Must be set to the same in LitOptions#pass.

booleansheenGlossInvert

Invert the sheen gloss channel.

booleanspecularTint

Defines if StandardMaterial#specular constant should affect specular color.