MaterialParameters
Description
- Derived from
-
RenderEffectParameters abstract
Shared render effect parameters for IMaterial objects.
The following low-level render effect parameter slots are always defined:
-
'g_material', RenderEffectParameterType.Texture2D [13], mapped to MaterialPartParameters.Map via
Index*
constants. -
'g_materialDebug', RenderEffectParameterType.Int, mapped to Debug.
-
'g_materialLut', RenderEffectParameterType.Texture2D, mapped to LookupTable.
-
'g_materialBaseColor', RenderEffectParameterType.Vector4, mapped to IMaterialPart.Value of BaseColor.
-
'g_materialDisplacement', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Displacement.
-
'g_materialEmissive', RenderEffectParameterType.Vector3, mapped to IMaterialPart.Value of Emissive.
-
'g_materialGlossinessOrRoughness', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Glossiness or Roughness, depending on Metalness.
-
'g_materialInfo', RenderEffectParameterType.Vector4 [13], mapped via
Index*
constants to:
Vec4F.X : MaterialPartParameters.Flags / MaterialFlags.Extra
Vec4F.Y : MaterialPartParameters.Channel
Vec4F.Z : MaterialPartParameters.Flags / MaterialFlags.ClampU, MaterialFlags.MirrorU
Vec4F.W : MaterialPartParameters.Flags / MaterialFlags.ClampV, MaterialFlags.MirrorV -
'g_materialMetalness', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Metalness.
-
'g_materialNormal', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Normal.
-
'g_materialOcclusion', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Occlusion.
-
'g_materialOpacity', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Opacity.
-
'g_materialReflectivity', RenderEffectParameterType.Vector3, mapped to IMaterialPart.Value of Reflectivity.
-
'g_materialRefraction', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Refraction.
-
'g_materialSpecularity', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Specularity.
-
'g_materialTranslucency', RenderEffectParameterType.Vector3, mapped to IMaterialPart.Value of Translucency.
-
'g_materialTransmission', RenderEffectParameterType.Float, mapped to IMaterialPart.Value of Transmission.
Public / Constants
CountDebug
The number of debug modes.
The debug mode codes are in the range [1..N], where N is this constant.
DebugLookup
Shows the reflectance function lookup table (see ModelTexture.LookupTable), sampled by (dot,roughness)
, where dot
if the dot product between the eye and normal vectors and roughness
is IMaterial.Roughness.
- See also
DebugOcclusionRoughnessMetalness
Shows the final occlusion (see IMaterial.Occlusion), the final roughness (see IMaterial.Roughness) and the final metalness value (see IMaterial.Metalness) in the red, green and blue channels, respectively.
- See also
DebugOpacityTransmissionSpecularity
Shows the final inverse opacity (see IMaterial.Opacity), final transmission (see IMaterial.Transmission) and the final inverse specularity (see IMaterial.Specularity) in the red, green and blue channels, respectively.
DebugTangentMask
Shows a color code that indicates whether normal, tangent and bitangent vectors are computed by the GPU, instead of being sources from model data.
The color channels have the following meaning:
Red : ModelVertexFormat.TangentX is computed by the GPU,
Green : ModelVertexFormat.TangentY is computed by the GPU,
Blue : ModelVertexFormat.Normal is computed by the GPU
- See also
DebugTextureCoords0
Shows the UV-coordinates of the first texture coordinate set.
The color channels have the following meaning:
Red : The U-coordinate in the range [0..1],
Green : The V-coordinate in the range [0..1]
DebugTextureCoords1
Shows the UV-coordinates of the second texture coordinate set.
The color channels have the following meaning:
Red : The U-coordinate in the range [0..1],
Green : The V-coordinate in the range [0..1]