@babylonjs/materials
Version:
Babylon.js Materials Library =====================
31 lines (30 loc) • 1.51 kB
TypeScript
import type { Nullable } from "@babylonjs/core/types.js";
import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
import type { IShadowLight } from "@babylonjs/core/Lights/shadowLight.js";
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
import { Scene } from "@babylonjs/core/scene.js";
import "./shadowOnly.fragment";
import "./shadowOnly.vertex";
export declare class ShadowOnlyMaterial extends PushMaterial {
private _activeLight;
private _needAlphaBlending;
constructor(name: string, scene?: Scene);
shadowColor: Color3;
needAlphaBlending(): boolean;
needAlphaTesting(): boolean;
getAlphaTestTexture(): Nullable<BaseTexture>;
get activeLight(): IShadowLight;
set activeLight(light: IShadowLight);
private _getFirstShadowLightForMesh;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
clone(name: string): ShadowOnlyMaterial;
serialize(): any;
getClassName(): string;
static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
}