playcanvas
Version:
PlayCanvas WebGL game engine
48 lines (47 loc) • 1.47 kB
TypeScript
/**
* LitMaterial comprises a shader chunk implementing the material "front end" (the shader program
* providing the material surface properties like diffuse, opacity, normals etc) and a set of
* flags which control the material "back end" (the shader program calculating the lighting,
* shadows, reflections, fogging etc).
*
* The front end and back end together form a complete PBR shader.
*
* @ignore
*/
export class LitMaterial extends Material {
usedUvs: boolean[];
shaderChunkGLSL: any;
shaderChunkWGSL: any;
useLighting: boolean;
useFog: boolean;
useTonemap: boolean;
useSkybox: boolean;
ambientSH: any;
pixelSnap: boolean;
nineSlicedMode: any;
twoSidedLighting: boolean;
occludeDirect: boolean;
occludeSpecular: number;
occludeSpecularIntensity: number;
opacityFadesSpecular: boolean;
opacityDither: string;
opacityShadowDither: string;
shadowCatcher: boolean;
ggxSpecular: boolean;
fresnelModel: number;
dynamicRefraction: boolean;
hasAo: boolean;
hasSpecular: boolean;
hasSpecularityFactor: boolean;
hasLighting: boolean;
hasHeights: boolean;
hasNormals: boolean;
hasSheen: boolean;
hasRefraction: boolean;
hasIrridescence: boolean;
hasMetalness: boolean;
hasClearCoat: boolean;
hasClearCoatNormals: boolean;
getShaderVariant(params: any): import("../../index.js").Shader;
}
import { Material } from './material.js';