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    Interface PhongTexturesDescriptors

    ShaderTextureDescriptor used for a LitMesh with Phong shading.

    Hierarchy (View Summary)

    Index

    Properties

    baseColorTexture?: ShaderTextureDescriptor

    Base color texture descriptor to use if any. Format should be rgba8unorm-srgb.

    emissiveTexture?: ShaderTextureDescriptor

    Emissive texture descriptor to use if any. Format should be rgba8unorm-srgb.

    occlusionTexture?: ShaderTextureDescriptor

    Occlusion texture descriptor to use if any. Format must be at least r8unorm.

    normalTexture?: ShaderTextureDescriptor

    Normal texture descriptor to use if any. Format should be rgba8unorm.

    metallicRoughnessTexture?: ShaderTextureDescriptor

    Metallic roughness texture descriptor to use if any. Format should be rgba8unorm.

    specularTexture?: ShaderTextureDescriptor

    Specular texture descriptor (mixing both specular color in the RGB channels and specular intensity in the A channel) to use if any. Format should be rgba8unorm-srgb.

    specularFactorTexture?: ShaderTextureDescriptor

    Specular intensity texture descriptor (using the A channel) to use if any. Format should be rgba8unorm-srgb or rgba8unorm.

    specularColorTexture?: ShaderTextureDescriptor

    Specular color texture descriptor (using the RGB channels) to use if any. Format should be rgba8unorm-srgb.