Parameters used to get all the LitMesh ShaderTextureDescriptor as an array.

Hierarchy (View Summary)

Properties

baseColorTexture?: ShaderTextureDescriptor
emissiveTexture?: ShaderTextureDescriptor
occlusionTexture?: ShaderTextureDescriptor
normalTexture?: 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.

transmissionTexture?: ShaderTextureDescriptor
thicknessTexture?: ShaderTextureDescriptor
transmissionBackgroundTexture?: ShaderTextureDescriptor

Sheen texture descriptor (mixing both sheen color in the RGB channels and roughness in the A channel) to use if any.

sheenColorTexture?: ShaderTextureDescriptor

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

sheenRoughnessTexture?: ShaderTextureDescriptor

Sheen roughness texture descriptor (using the A channel) to use if any.

anisotropyTexture?: ShaderTextureDescriptor
clearcoatTexture?: ShaderTextureDescriptor

Clearcoat texture descriptor (using the R channel) to use if any.

clearcoatRoughnessTexture?: ShaderTextureDescriptor

Clearcoat roughness texture descriptor (using the G channel) to use if any.

clearcoatNormalTexture?: ShaderTextureDescriptor
iridescenceTexture?: ShaderTextureDescriptor

Iridescence texture descriptor (using the R channel for intensity and G channel for thickness) to use if any.

iridescenceFactorTexture?: ShaderTextureDescriptor

Iridescence texture descriptor (using the R channel) to use if any.

iridescenceThicknessTexture?: ShaderTextureDescriptor

Iridescence thickness texture descriptor (using the G channel) to use if any.

shading?: ShadingModels

ShadingModels to use for lighting. Default to PBR.