OptionalbaseBase color texture descriptor to use if any.
OptionalemissiveEmissive texture descriptor to use if any.
OptionalocclusionOcclusion texture descriptor to use if any.
OptionalnormalNormal texture descriptor to use if any.
OptionalmetallicMetallic roughness texture descriptor to use if any.
OptionalspecularSpecular texture descriptor (mixing both specular color in the RGB channels and specular intensity in the A channel) to use if any.
OptionalspecularSpecular intensity texture descriptor (using the A channel) to use if any.
OptionalspecularSpecular color texture descriptor (using the RGB channels) to use if any.
OptionaltransmissionTransmission texture descriptor to use if any.
OptionalthicknessThickness texture descriptor to use if any.
OptionaltransmissionTransmission scene background texture descriptor to use if any.
OptionalsheenSheen texture descriptor (mixing both sheen color in the RGB channels and roughness in the A channel) to use if any.
OptionalsheenSheen color texture descriptor (using the RGB channels) to use if any.
OptionalsheenSheen roughness texture descriptor (using the A channel) to use if any.
OptionalanisotropyAnisotropy texture descriptor to use if any.
OptionalclearcoatClearcoat texture descriptor (using the R channel) to use if any.
OptionalclearcoatClearcoat roughness texture descriptor (using the G channel) to use if any.
OptionalclearcoatClearcoat normal texture descriptor to use if any.
OptionaliridescenceIridescence texture descriptor (using the R channel for intensity and G channel for thickness) to use if any.
OptionaliridescenceIridescence texture descriptor (using the R channel) to use if any.
OptionaliridescenceIridescence thickness texture descriptor (using the G channel) to use if any.
OptionalshadingShadingModels to use for lighting. Default to PBR.
Parameters used to get all the LitMesh ShaderTextureDescriptor as an array.