Optional
toneWhether the shading function should apply tone mapping to the resulting color and if so, which one. Default to 'Khronos'
.
Optional
additionalOptional additional varyings to pass from the vertex shader to the fragment shader.
Optional
chunksAdditional WGSL chunks to add to the shaders.
Geometry used to create the fragment shader. Can use the vertexBuffers properties for vertex colors or tangent/bitangent computations.
Optional
materialThe BufferBindingBaseParams holding the material uniform values. Will use default values if not provided.
Optional
materialThe BufferBindingBaseParams name to use for variables declarations. Default to 'material'
.
Optional
receiveWhether the shading function should account for current shadows. Default to false
.
Optional
extensionsThe glTF extensions used to generate this fragment shader.
Optional
environmentEnvironmentMap to use for IBL shading.
Optional
baseBase color texture descriptor to use if any.
Optional
normalNormal texture descriptor to use if any.
Optional
emissiveEmissive texture descriptor to use if any.
Optional
occlusionOcclusion texture descriptor to use if any.
Optional
metallicMetallic roughness texture descriptor to use if any.
Optional
specularSpecular texture descriptor (mixing both specular color in the RGB
channels and specular intensity in the A
channel) to use if any.
Optional
specularSpecular intensity texture descriptor (using the A
channel) to use if any.
Optional
specularSpecular color texture descriptor (using the RGB
channels) to use if any.
Optional
transmissionTransmission texture descriptor to use if any.
Optional
thicknessThickness texture descriptor to use if any.
Optional
transmissionTransmission scene background texture descriptor to use if any.
Base parameters used to build a PBR fragment shader.