@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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TypeScript
import type { Scene } from "../../scene.js";
import { Color3 } from "../../Maths/math.color.js";
import { PBRBaseMaterial } from "./pbrBaseMaterial.js";
import type { BaseTexture } from "../../Materials/Textures/baseTexture.js";
import type { Nullable } from "../../types.js";
/**
* The Physically based simple base material of BJS.
*
* This enables better naming and convention enforcements on top of the pbrMaterial.
* It is used as the base class for both the specGloss and metalRough conventions.
*/
export declare abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
/**
* Number of Simultaneous lights allowed on the material.
*/
maxSimultaneousLights: number;
/**
* If sets to true, disables all the lights affecting the material.
*/
disableLighting: boolean;
/**
* Environment Texture used in the material (this is use for both reflection and environment lighting).
*/
environmentTexture: Nullable<BaseTexture>;
/**
* If sets to true, x component of normal map value will invert (x = 1.0 - x).
*/
invertNormalMapX: boolean;
/**
* If sets to true, y component of normal map value will invert (y = 1.0 - y).
*/
invertNormalMapY: boolean;
/**
* Normal map used in the model.
*/
normalTexture: Nullable<BaseTexture>;
/**
* Emissivie color used to self-illuminate the model.
*/
emissiveColor: Color3;
/**
* Emissivie texture used to self-illuminate the model.
*/
emissiveTexture: Nullable<BaseTexture>;
/**
* Occlusion Channel Strength.
*/
occlusionStrength: number;
/**
* Occlusion Texture of the material (adding extra occlusion effects).
*/
occlusionTexture: Nullable<BaseTexture>;
/**
* Defines the alpha limits in alpha test mode.
*/
alphaCutOff: number;
/**
* Gets the current double sided mode.
*/
get doubleSided(): boolean;
/**
* If sets to true and backfaceCulling is false, normals will be flipped on the backside.
*/
set doubleSided(value: boolean);
/**
* Stores the pre-calculated light information of a mesh in a texture.
*/
lightmapTexture: Nullable<BaseTexture>;
/**
* If true, the light map contains occlusion information instead of lighting info.
*/
useLightmapAsShadowmap: boolean;
/**
* Instantiates a new PBRMaterial instance.
*
* @param name The material name
* @param scene The scene the material will be use in.
*/
constructor(name: string, scene?: Scene);
getClassName(): string;
}