PBRClearCoatConfiguration

Define the code related to the clear coat parameters of the pbr material.

Hierarchy

  • PBRClearCoatConfiguration

Index

Constructors

constructor

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  • Instantiate a new istance of clear coat configuration.

    Parameters

    • markAllSubMeshesAsTexturesDirty: function

      Callback to flag the material to dirty

        • (): void
        • Returns void

    Returns PBRClearCoatConfiguration

Properties

bumpTexture

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bumpTexture: Nullable<BaseTexture>

Define the clear coat specific bump texture.

indexOfRefraction

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indexOfRefraction: number

Defines the index of refraction of the clear coat. This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence The default fits with a polyurethane material. Changing the default value is more performance intensive.

intensity

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intensity: number

Defines the clear coat layer strength (between 0 and 1) it defaults to 1.

isEnabled

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isEnabled: boolean

Defines if the clear coat is enabled in the material.

isTintEnabled

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isTintEnabled: boolean

Defines if the clear coat tint is enabled in the material.

roughness

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roughness: number

Defines the clear coat layer roughness.

texture

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Stores the clear coat values in a texture.

tintColor

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tintColor: Color3

Defines the clear coat tint of the material. This is only use if tint is enabled

tintColorAtDistance

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tintColorAtDistance: number

Defines the distance at which the tint color should be found in the clear coat media. This is only use if tint is enabled

tintTexture

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tintTexture: Nullable<BaseTexture>

Stores the clear tint values in a texture. rgb is tint a is a thickness factor

tintThickness

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tintThickness: number

Defines the clear coat layer thickness. This is only use if tint is enabled

Methods

bindForSubMesh

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  • bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void
  • Binds the material data.

    Parameters

    • uniformBuffer: UniformBuffer

      defines the Uniform buffer to fill in.

    • scene: Scene

      defines the scene the material belongs to.

    • engine: Engine

      defines the engine the material belongs to.

    • disableBumpMap: boolean

      defines wether the material disables bump or not.

    • isFrozen: boolean

      defines wether the material is frozen or not.

    • invertNormalMapX: boolean

      If sets to true, x component of normal map value will be inverted (x = 1.0 - x).

    • invertNormalMapY: boolean

      If sets to true, y component of normal map value will be inverted (y = 1.0 - y).

    Returns void

copyTo

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  • Makes a duplicate of the current configuration into another one.

    Parameters

    Returns void

dispose

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  • dispose(forceDisposeTextures?: boolean): void
  • Disposes the resources of the material.

    Parameters

    • Optional forceDisposeTextures: boolean

      Forces the disposal of all textures.

    Returns void

getActiveTextures

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  • getActiveTextures(activeTextures: BaseTexture[]): void
  • Returns an array of the actively used textures.

    Parameters

    Returns void

getAnimatables

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  • Returns the animatable textures.

    Parameters

    • animatables: IAnimatable[]

      Array of animatable textures.

    Returns void

getClassName

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  • getClassName(): string
  • Get the current class name of the texture useful for serialization or dynamic coding.

    Returns string

    "PBRClearCoatConfiguration"

hasTexture

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  • Checks to see if a texture is used in the material.

    Parameters

    Returns boolean

    • Boolean specifying if a texture is used in the material.

isReadyForSubMesh

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  • isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean
  • Gets wehter the submesh is ready to be used or not.

    Parameters

    • defines: IMaterialClearCoatDefines

      the list of "defines" to update.

    • scene: Scene

      defines the scene the material belongs to.

    • engine: Engine

      defines the engine the material belongs to.

    • disableBumpMap: boolean

      defines wether the material disables bump or not.

    Returns boolean

    • boolean indicating that the submesh is ready or not.

parse

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  • parse(source: any, scene: Scene, rootUrl: string): void
  • Parses a anisotropy Configuration from a serialized object.

    Parameters

    • source: any

      Serialized object.

    • scene: Scene

      Defines the scene we are parsing for

    • rootUrl: string

      Defines the rootUrl to load from

    Returns void

prepareDefines

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  • prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void
  • Checks to see if a texture is used in the material.

    Parameters

    • defines: IMaterialClearCoatDefines

      the list of "defines" to update.

    • scene: Scene

      defines the scene to the material belongs to.

    Returns void

serialize

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  • serialize(): any
  • Serializes this clear coat configuration.

    Returns any

    • An object with the serialized config.

Static AddFallbacks

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  • AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number
  • Add fallbacks to the effect fallbacks list.

    Parameters

    • defines: IMaterialClearCoatDefines

      defines the Base texture to use.

    • fallbacks: EffectFallbacks

      defines the current fallback list.

    • currentRank: number

      defines the current fallback rank.

    Returns number

    the new fallback rank.

Static AddSamplers

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  • AddSamplers(samplers: string[]): void
  • Add the required samplers to the current list.

    Parameters

    • samplers: string[]

      defines the current sampler list.

    Returns void

Static AddUniforms

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  • AddUniforms(uniforms: string[]): void
  • Add the required uniforms to the current list.

    Parameters

    • uniforms: string[]

      defines the current uniform list.

    Returns void

Static PrepareUniformBuffer

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  • Add the required uniforms to the current buffer.

    Parameters

    • uniformBuffer: UniformBuffer

      defines the current uniform buffer.

    Returns void

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