Parameters used to build a phong fragment shader.

Hierarchy (View Summary)

Properties

toneMapping?: ToneMappings

Whether the shading function should apply tone mapping to the resulting color and if so, which one. Default to 'Khronos'.

additionalVaryings?: { type: string; name: string }[]

Optional additional varyings to pass from the vertex shader to the fragment shader.

Type declaration

  • type: string

    type of the varying.

  • name: string

    name of the varying.

Additional WGSL chunks to add to the shaders.

geometry: Geometry

Geometry used to create the fragment shader. Can use the vertexBuffers properties for vertex colors or tangent/bitangent computations.

materialUniform?: BufferBindingBaseParams

The BufferBindingBaseParams holding the material uniform values. Will use default values if not provided.

materialUniformName?: string

The BufferBindingBaseParams name to use for variables declarations. Default to 'material'.

receiveShadows?: boolean

Whether the shading function should account for current shadows. Default to false.

baseColorTexture?: ShaderTextureDescriptor
normalTexture?: ShaderTextureDescriptor
emissiveTexture?: ShaderTextureDescriptor
occlusionTexture?: ShaderTextureDescriptor
metallicRoughnessTexture?: ShaderTextureDescriptor
specularTexture?: ShaderTextureDescriptor

Specular texture descriptor (mixing both specular color in the RGB channels and specular intensity in the A channel) to use if any.

specularFactorTexture?: ShaderTextureDescriptor

Specular intensity texture descriptor (using the A channel) to use if any.

specularColorTexture?: ShaderTextureDescriptor

Specular color texture descriptor (using the RGB channels) to use if any.