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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { NodeMaterialBlock } from "../../nodeMaterialBlock.js"; import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js"; import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js"; import type { NodeMaterialDefines } from "../../nodeMaterial.js"; import type { ReflectionBlock } from "./reflectionBlock.js"; import type { Scene } from "../../../../scene.js"; import type { Nullable } from "../../../../types.js"; /** * Block used to implement the sheen module of the PBR material */ export declare class SheenBlock extends NodeMaterialBlock { /** * Create a new SheenBlock * @param name defines the block name */ constructor(name: string); /** * If true, the sheen effect is layered above the base BRDF with the albedo-scaling technique. * It allows the strength of the sheen effect to not depend on the base color of the material, * making it easier to setup and tweak the effect */ albedoScaling: boolean; /** * Defines if the sheen is linked to the sheen color. */ linkSheenWithAlbedo: boolean; /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state: NodeMaterialBuildState): void; /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the intensity input component */ get intensity(): NodeMaterialConnectionPoint; /** * Gets the color input component */ get color(): NodeMaterialConnectionPoint; /** * Gets the roughness input component */ get roughness(): NodeMaterialConnectionPoint; /** * Gets the sheen object output component */ get sheen(): NodeMaterialConnectionPoint; prepareDefines(defines: NodeMaterialDefines): void; /** * Gets the main code of the block (fragment side) * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module * @param state define the build state * @returns the shader code */ getCode(reflectionBlock: Nullable<ReflectionBlock>, state: NodeMaterialBuildState): string; protected _buildBlock(state: NodeMaterialBuildState): this; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }