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    Interface GetLitMeshMaterialUniform

    Parameters used to get the LitMesh material uniforms.

    interface GetLitMeshMaterialUniform {
        colorSpace?: ColorSpace;
        color?: Vec3;
        opacity?: number;
        alphaCutoff?: number;
        metallic?: number;
        roughness?: number;
        normalScale?: Vec2;
        occlusionIntensity?: number;
        emissiveIntensity?: number;
        emissiveColor?: Vec3;
        specularIntensity?: number;
        specularColor?: Vec3;
        shininess?: number;
        transmission?: number;
        ior?: number;
        dispersion?: number;
        thickness?: number;
        attenuationDistance?: number;
        attenuationColor?: Vec3;
        multiscatterColor?: Vec3;
        scatterAnisotropy?: number;
        sheenColor?: Vec3;
        sheenRoughness?: number;
        anisotropy?: number;
        anisotropyVector?: Vec2;
        clearcoat?: number;
        clearcoatRoughness?: number;
        clearcoatNormalScale?: Vec2;
        iridescence?: number;
        iridescenceIOR?: number;
        iridescenceThicknessRange?: Vec2;
        diffuseTransmission?: number;
        diffuseTransmissionColor?: Vec3;
        shading?: ShadingModels;
        environmentMap?: EnvironmentMap;
    }

    Hierarchy (View Summary)

    Index

    Properties

    colorSpace?: ColorSpace

    ColorSpace to use for material uniform colors. All lighting calculations must be done in linear space. Default to srgb (which means the uniform colors are converted to linear space), but glTF internally use linear.

    color?: Vec3

    Base color of the LitMesh as a Vec3. Default to new Vec3(1).

    opacity?: number

    Opacity of the LitMesh. If different than 1, consider setting the transparent parameter to true. Default to 1.

    alphaCutoff?: number

    Alpha cutoff threshold value of the LitMesh. Default to 0.5.

    metallic?: number

    The metallic factor of the LitMesh. Default to 1.

    roughness?: number

    The roughness factor of the LitMesh. Default to 1.

    normalScale?: Vec2

    How much the normal map affects the material normal texture if any. Typical ranges are [0-1]. Default to new Vec2(1).

    occlusionIntensity?: number

    A scalar multiplier controlling the amount of occlusion applied to the occlusion texture if any. Default to 1.

    emissiveIntensity?: number

    Emissive intensity to apply to the emissive color of the LitMesh. Default to 1.

    emissiveColor?: Vec3

    Emissive color of the LitMesh as a Vec3. Default to new Vec3(0) (no emissive color).

    specularIntensity?: number

    The strength of the specular reflections applied to the LitMesh (not applicable to Lambert shading). Default to 1.

    specularColor?: Vec3

    Specular color to use for the specular reflections of the LitMesh as a Vec3 (not applicable to Lambert shading). Default to new Vec3(1).

    shininess?: number

    Shininess of the LitMesh when using Phong shading. Default to 30.

    transmission?: number

    The base percentage of light that is transmitted through the surface of the LitMesh. Only applicable to PBR shading if transmissive parameter is set to true. Default to 0.

    ior?: number

    The index of refraction of the LitMesh. Default to 1.5.

    dispersion?: number

    The strength of the dispersion effect, specified as 20/Abbe number. Only applicable to PBR shading if transmissive parameter is set to true. Default to 0.

    thickness?: number

    The thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Only applicable to PBR shading if transmissive parameter is set to true. Default to 0.

    attenuationDistance?: number

    Density of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space. Only applicable to PBR shading if transmissive parameter is set to true. Default to Infinity.

    attenuationColor?: Vec3

    The color as a Vec3 that white light turns into due to absorption when reaching the attenuation distance. Only applicable to PBR shading if transmissive parameter is set to true. Default to new Vec3(1).

    multiscatterColor?: Vec3

    The multi-scatter albedo. Default to new Vec3(0).

    scatterAnisotropy?: number

    The anisotropy of scatter events. Range is (-1, 1). Default to 0.

    sheenColor?: Vec3

    Sheen color to use. Default to new Vec3(0), but sheen is not taken into account if this and sheenRoughness are not set.

    sheenRoughness?: number

    Sheen roughness to use. Default to 0, but sheen is not taken into account if this and sheenColor are not set.

    anisotropy?: number

    Anisotropy strength. Default to 0, but anisotropy is not taken into account if not set or equal to 0.

    anisotropyVector?: Vec2

    Anisotropy vector based on a rotation value, where x component is cos(rotation) and y component is sin(rotation). Default to new Vec2(1, 0).

    clearcoat?: number

    Clearcoat layer intensity. Default to 0, but clearcoat is not taken into account if not set or equal to 0.

    clearcoatRoughness?: number

    Clearcoat layer roughness. Default to 0.

    clearcoatNormalScale?: Vec2

    Clearcoat normal map scale if any clearcoat normal texture is defined. Default to new Vec2(1).

    iridescence?: number

    Iridescence intensity factor. Default to 0, but iridescence is not taken into account if not set or equal to 0.

    iridescenceIOR?: number

    Index of refraction of the dielectric thin-film layer. Default to 1.3.

    iridescenceThicknessRange?: Vec2

    Minimum and maximum thickness of the iridescence layer. Default to new Vec2(100, 400).

    diffuseTransmission?: number

    The percentage of non-specularly reflected light that is diffusely transmitted through the surface. Default to 0.

    diffuseTransmissionColor?: Vec3

    The color that modulates the transmitted light. Default to new Vec3(1).

    shading?: ShadingModels

    ShadingModels to use for lighting. Default to PBR.

    environmentMap?: EnvironmentMap

    EnvironmentMap to use for IBL shading.