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.
ShaderTextureDescriptor used for a LitMesh with
Phong
shading.