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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 type { Nullable } from "../../../types.js"; import type { Scene } from "../../../scene.js"; import type { Texture } from "../../../Materials/Textures/texture.js"; import { ProceduralTexture } from "./proceduralTexture.js"; import "../../../Shaders/noise.fragment.js"; /** * Class used to generate noise procedural textures */ export declare class NoiseProceduralTexture extends ProceduralTexture { /** Gets or sets the start time (default is 0) */ time: number; /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */ brightness: number; /** Defines the number of octaves to process */ octaves: number; /** Defines the level of persistence (0.8 by default) */ persistence: number; /** Gets or sets animation speed factor (default is 1) */ animationSpeedFactor: number; /** * Creates a new NoiseProceduralTexture * @param name defines the name fo the texture * @param size defines the size of the texture (default is 256) * @param scene defines the hosting scene * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created * @param generateMipMaps defines if mipmaps must be generated (true by default) */ constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean); private _updateShaderUniforms; protected _getDefines(): string; /** * Generate the current state of the procedural texture * @param useCameraPostProcess Define if camera post process should be applied to the texture */ render(useCameraPostProcess?: boolean): void; /** * Serializes this noise procedural texture * @returns a serialized noise procedural texture object */ serialize(): any; /** * Clone the texture. * @returns the cloned texture */ clone(): NoiseProceduralTexture; /** * Creates a NoiseProceduralTexture from parsed noise procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @returns a parsed NoiseProceduralTexture */ static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture; }