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@babylonjs/core

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import { MaterialDefines } from "../materialDefines.js"; import { MaterialPluginBase } from "../materialPluginBase.js"; import type { PBRBaseMaterial } from "./pbrBaseMaterial.js"; /** * @internal */ export declare class MaterialBRDFDefines extends MaterialDefines { BRDF_V_HEIGHT_CORRELATED: boolean; MS_BRDF_ENERGY_CONSERVATION: boolean; SPHERICAL_HARMONICS: boolean; SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean; MIX_IBL_RADIANCE_WITH_IRRADIANCE: boolean; } /** * Plugin that implements the BRDF component of the PBR material */ export declare class PBRBRDFConfiguration extends MaterialPluginBase { /** * Default value used for the energy conservation. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture. */ static DEFAULT_USE_ENERGY_CONSERVATION: boolean; /** * Default value used for the Smith Visibility Height Correlated mode. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture. */ static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean; /** * Default value used for the IBL diffuse part. * This can help switching back to the polynomials mode globally which is a tiny bit * less GPU intensive at the drawback of a lower quality. */ static DEFAULT_USE_SPHERICAL_HARMONICS: boolean; /** * Default value used for activating energy conservation for the specular workflow. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)). * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1. */ static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean; /** * Default value for whether IBL irradiance is used to augment rough radiance. * If activated, irradiance is blended into the radiance contribution when the material is rough. * This better approximates raytracing results for rough surfaces. */ static DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE: boolean; private _useEnergyConservation; /** * Defines if the material uses energy conservation. */ useEnergyConservation: boolean; private _useSmithVisibilityHeightCorrelated; /** * LEGACY Mode set to false * Defines if the material uses height smith correlated visibility term. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision * Not relying on height correlated will also disable energy conservation. */ useSmithVisibilityHeightCorrelated: boolean; private _useSphericalHarmonics; /** * LEGACY Mode set to false * Defines if the material uses spherical harmonics vs spherical polynomials for the * diffuse part of the IBL. * The harmonics despite a tiny bigger cost has been proven to provide closer results * to the ground truth. */ useSphericalHarmonics: boolean; private _useSpecularGlossinessInputEnergyConservation; /** * Defines if the material uses energy conservation, when the specular workflow is active. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)). * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering. */ useSpecularGlossinessInputEnergyConservation: boolean; private _mixIblRadianceWithIrradiance; /** * Defines if IBL irradiance is used to augment rough radiance. * If activated, irradiance is blended into the radiance contribution when the material is rough. * This better approximates raytracing results for rough surfaces. */ mixIblRadianceWithIrradiance: boolean; /** @internal */ private _internalMarkAllSubMeshesAsMiscDirty; /** @internal */ _markAllSubMeshesAsMiscDirty(): void; /** * Gets a boolean indicating that the plugin is compatible with a given shader language. * @returns true if the plugin is compatible with the shader language */ isCompatible(): boolean; constructor(material: PBRBaseMaterial, addToPluginList?: boolean); prepareDefines(defines: MaterialBRDFDefines): void; getClassName(): string; }