Define the code related to the BRDF parameters of the pbr material.
Instantiate a new istance of clear coat configuration.
Callback to flag the material to dirty
Defines if the material uses energy conservation.
LEGACY Mode set to false Defines if the material uses height smith correlated visibility term. If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision Not relying on height correlated will also disable energy conservation.
LEGACY Mode set to false Defines if the material uses spherical harmonics vs spherical polynomials for the diffuse part of the IBL. The harmonics despite a tiny bigger cost has been proven to provide closer results to the ground truth.
Default value used for the energy conservation. This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
Default value used for the Smith Visibility Height Correlated mode. This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
Default value used for the IBL diffuse part. This can help switching back to the polynomials mode globally which is a tiny bit less GPU intensive at the drawback of a lower quality.
Makes a duplicate of the current configuration into another one.
define the config where to copy the info
Get the current class name of the texture useful for serialization or dynamic coding.
Parses a anisotropy Configuration from a serialized object.
Defines the scene we are parsing for
Defines the rootUrl to load from
Checks to see if a texture is used in the material.
the list of "defines" to update.
Serializes this BRDF configuration.
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