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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 { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js"; import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js"; import type { ReflectionBlock } from "./reflectionBlock.js"; import type { Nullable } from "../../../../types.js"; /** * Block used to implement the sub surface module of the PBR material */ export declare class SubSurfaceBlock extends NodeMaterialBlock { /** * Create a new SubSurfaceBlock * @param name defines the block name */ constructor(name: string); /** * Set it to true if your rendering in 8.0+ is different from that in 7 when you use sub-surface properties (transmission, refraction, etc.) */ applyAlbedoAfterSubSurface: 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 thickness component */ get thickness(): NodeMaterialConnectionPoint; /** * Gets the tint color input component */ get tintColor(): NodeMaterialConnectionPoint; /** * Gets the translucency intensity input component */ get translucencyIntensity(): NodeMaterialConnectionPoint; /** * Gets the translucency diffusion distance input component */ get translucencyDiffusionDist(): NodeMaterialConnectionPoint; /** * Gets the refraction object parameters */ get refraction(): NodeMaterialConnectionPoint; /** * Gets the dispersion input component */ get dispersion(): NodeMaterialConnectionPoint; /** * Gets the sub surface object output component */ get subsurface(): NodeMaterialConnectionPoint; autoConfigure(): void; prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void; /** * Gets the main code of the block (fragment side) * @param state current state of the node material building * @param ssBlock instance of a SubSurfaceBlock or null if the code must be generated without an active sub surface module * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module * @param worldPosVarName name of the variable holding the world position * @returns the shader code */ static GetCode(state: NodeMaterialBuildState, ssBlock: Nullable<SubSurfaceBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string): string; protected _buildBlock(state: NodeMaterialBuildState): this; }