ModelRendererParameters
Description
- Derived from
-
RenderEffectParameters abstract
Render effect parameters for IModelRendererEffect.
The following low-level render effect parameter slots are always defined:
-
'g_depthBias', RenderEffectParameterType.Float, mapped to DepthBias.
-
'g_modelCenter', RenderEffectParameterType.Vector3, mapped to Center.
-
'g_modelFade', RenderEffectParameterType.Vector4, mapped to Fade.
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'g_modelMatrix', RenderEffectParameterType.Matrix3x4, mapped to Matrix.
-
'g_tangentMask', RenderEffectParameterType.Vector3, mapped to TangentMask.
-
'g_vertexColor', RenderEffectParameterType.Vector2, mapped to VertexColor.
Public / Methods
Public / Attributes
DepthBias
Applies a per-pixel depth bias before computing logarithmic depth.
The default value is 0
.
Fade
Coefficients to use for fading models:
x := min distance y := max distance z := min falloff w := max falloff
Defaults to Vec4F.Zero.
- See also
TangentMask
Indicates whether normals, tangent or bitangent are available (1) or not (0).
Defaults to Vec3F.Zero.
VertexColor
Defines how vertex colors shall be interpreted:
x == 0 => Ignore vertex color for rendering. x == +1 => Use vertex color (compressed sRGB) to modulate albedo. y == -1 => Use vertex alpha as ambient occlusion. y == 0 => Ignore vertex alpha for rendering. y == +1 => Use vertex alpha as transparency.
Defaults to Vec2F.Zero.