API

Class NodeMaterialDebugBlock

Block used to render intermediate debug values Please note that the node needs to be active to be generated in the shader Only one DebugBlock should be active at a time

Hierarchy (View Summary)

Index
comments: string = ""

Gets or sets the comments associated with this block

inputsAreExclusive: boolean = false

Gets or sets a boolean indicating that only one input can be connected at a time

onCodeIsReadyObservable: any = ...

Observable raised when the block code is ready (if the code loading is async)

renderAlpha: boolean = false

Gets or sets a boolean indicating if we want to render alpha when using a rgba input

uniqueId: number

Gets or sets the unique id of the node

visibleInInspector: boolean = false

Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default)

visibleOnFrame: boolean = false

Gets or sets a boolean indicating that this input can be edited from a collapsed frame

  • get willBeGeneratedIntoVertexShaderFromFragmentShader(): boolean

    Gets a boolean indicating that the code of this block will be promoted to vertex shader even if connected to fragment output

    Returns boolean

  • Deserializes the block

    Parameters

    • serializationObject: any

      the serialization object

    • scene: Scene

      the scene

    • rootUrl: string

      the root URL

    Returns void

  • Add uniforms, samplers and uniform buffers at compilation time

    Parameters

    • state: NodeMaterialBuildState

      defines the state to update

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • uniformBuffers: string[]

      defines the list of uniform buffer names

    Returns void