Background material used to create an efficient environement around your scene.
Experimental Internal Use Only.
Key light Color in "perceptual value" meaning the color you would like to see on screen. This acts as a helper to set the primary color to a more "human friendly" value. Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the output color as close as possible from the chosen value. (This does not account for contrast color grading and color curves as they are considered post effect and not directly part of lighting setup.)
Gets or sets a boolean indicating that the material is allowed to do shader hot swapping. This means that the material can keep using a previous shader while a new one is being compiled. This is mostly used when shader parallel compilation is supported (true by default)
Gets the alpha value of the material
Gets the value of the alpha mode
Stores the animations for the material
Gets the back-face culling state
The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT). They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects. These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image; corresponding to low luminance, medium luminance, and high luminance areas respectively.
Sets wether the color curves effect is enabled.
Gets wether the color grading effect is enabled.
Sets the Color Grading 2D Lookup Texture.
Sets The camera contrast used on this material.
The camera exposure used on this material. This property is here and not in the camera to allow controlling exposure without full screen post process. This corresponds to a photographic exposure.
Sets wether tonemapping is enabled or not
Specifies if the ready state should be checked on each call
Specifies if the ready state should be checked once
Specifies the depth function that should be used. 0 means the default engine function
Diffuse Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).
Specifies if depth writing should be disabled
Specifies if the material should be serialized
This helps reducing the banding effect that could occur on the background.
Sets the material fill mode
Gets the value of the fog enabled state
Specifies if depth writing should be forced
The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out". Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov. Recommended to be keep at 1.0 except for special cases.
Callback triggered to get the render target textures
Gets a boolean indicating that current material needs to register RTT
The ID of the material
Sets the Default image processing configuration used either in the this material.
If sets to null, the scene one is in use.
List of inspectable custom properties (used by the Inspector)
Specifies if updates for the material been locked
Number of Simultaneous lights allowed on the material.
Gets or sets user defined metadata
The name of the material
Gets the depth pre-pass value
Called during a bind event
An event triggered when the material is bound
Callback triggered when the material is compiled
Called during a dispose event
An event triggered when the material is disposed
Callback triggered when an error occurs
An event triggered when the material is unbound
This helps specifying that the material is falling off to the sky box at grazing angle. This helps ensuring a nice transition when the camera goes under the ground.
Stores the size of points
Sets the state of point cloud mode
Key light Color (multiply against the environement texture)
Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors. The primary color is used at the level chosen to define what the white area would look.
Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors. The color opposite to the primary color is used at the level chosen to define what the black area would look.
This specifies the weight of the reflection against the background in case of reflection Fresnel.
Reflection Texture level of blur.
Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the texture twice.
This helps specifying the falloff radius off the reflection texture from the sceneCenter. This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle. This helps adding a mirror texture on the ground.
This specifies the weight of the reflection at grazing angle.
This specifies the weight of the reflection at a perpendicular point of view.
Sets the reflection reflectance fresnel values according to the default standard empirically know to work well :-)
Reflection Texture used in the material. Should be author in a specific way for the best result (refer to the documentation).
For internal use only. Please do not use.
In case of opacity Fresnel or reflection falloff, this is use as a scene center. It is usually zero but might be interesting to modify according to your setup.
Specifies if there should be a separate pass for culling
Helps adjusting the shadow to a softer level if required. 0 means black shadows and 1 means no shadows.
Specify the list of lights casting shadow on the material. All scene shadow lights will be included if null.
Stores the value for side orientation
The state of the material
Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB. Setting this flag to true (not done automatically!) will convert it back to RGB.
Gets or sets the unique id of the material
Enable the FOV adjustment feature controlled by fovMultiplier.
Helps to directly use the maps channels instead of their level.
Sets the state of wireframe mode
Stores the z offset value
The all dirty flag value
The dirty attribute flag value
Stores the clock-wise side orientation
Stores the counter clock-wise side orientation
The dirty fresnel flag value
The dirty light flag value
Returns the line list draw mode
Returns the line loop draw mode
Returns the line strip draw mode
The dirty misc flag value
Returns the point fill mode
Returns the point list draw mode
Standard reflectance value at parallel view angle.
Standard reflectance value at grazing angle.
The dirty texture flag value
Returns the triangle fan draw mode
Returns the triangle fill mode
Returns the triangle strip draw mode
Returns the wireframe mode
Binds the given normal matrix to the active effect
the matrix to bind
Bind only the world matrix to the material.
The world matrix to bind.
Binds the view matrix to the effect
defines the effect to bind the view matrix to
Binds the view projection matrix to the effect
defines the effect to bind the view projection matrix to
Build the uniform buffer used in the material.
Clones the material.
The cloned name.
The cloned material.
Dispose the material.
Force disposal of the associated effect.
Force disposal of the associated textures.
Force shader compilation
defines the mesh associated with this material
defines a function to execute once the material is compiled
defines the options to configure the compilation
defines a function to execute if the material fails compiling
Locks updates for the material
Gets the active textures from the material
an array of textures
Gets the meshes bound to the material
an array of meshes bound to the material
Gets the class name of the material
Returns the current scene
Checks to see if a texture is used in the material.
Base texture to use.
Checks wether the material is ready to be rendered for a given mesh.
The mesh to render
The submesh to check against
Specify wether or not the material is used with instances
true if all the dependencies are ready (Textures, Effects...)
Marks a define in the material to indicate that it needs to be re-computed
defines a flag used to determine which parts of the material have to be marked as dirty
Marks the material to indicate that it needs to be re-calculated
The entire material has been created in order to prevent overdraw.
true if blending is enable
Specifies if the mesh will require alpha blending
defines the mesh to check
a boolean specifying if alpha blending is needed for the mesh
The entire material has been created in order to prevent overdraw.
Serializes the current material to its JSON representation.
The JSON representation.
Returns a string representation of the current material
defines a boolean indicating which levels of logging is desired
a string with material information
Unbind the material.
Unlocks updates for the material
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