Define the code related to the anisotropic parameters of the pbr material.
Instantiate a new istance of anisotropy configuration.
Callback to flag the material to dirty
Defines if the effect is along the tangents, bitangents or in between. By default, the effect is "strectching" the highlights along the tangents.
Defines the anisotropy strength (between 0 and 1) it defaults to 1.
Defines if the anisotropy is enabled in the material.
Stores the anisotropy values in a texture. rg is direction (like normal from -1 to 1) b is a intensity
Makes a duplicate of the current configuration into another one.
define the config where to copy the info
Disposes the resources of the material.
Forces the disposal of all textures.
Returns an array of the actively used textures.
Array of BaseTextures
Returns the animatable textures.
Array of animatable textures.
Get the current class name of the texture useful for serialization or dynamic coding.
Checks to see if a texture is used in the material.
Base texture to use.
Specifies that the submesh is ready to be used.
the list of "defines" to update.
defines the scene the material belongs to.
Parses a anisotropy Configuration from a serialized object.
Serializes this anisotropy configuration.
Add fallbacks to the effect fallbacks list.
defines the Base texture to use.
defines the current fallback list.
defines the current fallback rank.
the new fallback rank.
Add the required samplers to the current list.
defines the current sampler list.
Add the required uniforms to the current list.
defines the current uniform list.
Add the required uniforms to the current buffer.
defines the current uniform buffer.
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