@babylonjs/materials
Version:
Babylon.js Materials Library =====================
66 lines (65 loc) • 2.45 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 { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
import type { Texture } from "@babylonjs/core/Materials/Textures/texture.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 "./mix.fragment.js";
import "./mix.vertex.js";
export declare class MixMaterial extends PushMaterial {
/**
* Mix textures
*/
private _mixTexture1;
mixTexture1: BaseTexture;
private _mixTexture2;
mixTexture2: BaseTexture;
/**
* Diffuse textures
*/
private _diffuseTexture1;
diffuseTexture1: Texture;
private _diffuseTexture2;
diffuseTexture2: Texture;
private _diffuseTexture3;
diffuseTexture3: Texture;
private _diffuseTexture4;
diffuseTexture4: Texture;
private _diffuseTexture5;
diffuseTexture5: Texture;
private _diffuseTexture6;
diffuseTexture6: Texture;
private _diffuseTexture7;
diffuseTexture7: Texture;
private _diffuseTexture8;
diffuseTexture8: Texture;
/**
* Uniforms
*/
diffuseColor: Color3;
specularColor: Color3;
specularPower: number;
private _disableLighting;
disableLighting: boolean;
private _maxSimultaneousLights;
maxSimultaneousLights: number;
constructor(name: string, scene?: Scene);
needAlphaBlending(): boolean;
needAlphaTesting(): boolean;
getAlphaTestTexture(): Nullable<BaseTexture>;
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
getAnimatables(): IAnimatable[];
getActiveTextures(): BaseTexture[];
hasTexture(texture: BaseTexture): boolean;
dispose(forceDisposeEffect?: boolean): void;
clone(name: string): MixMaterial;
serialize(): any;
getClassName(): string;
static Parse(source: any, scene: Scene, rootUrl: string): MixMaterial;
}