• Public
  • Public/Protected
  • All

Class DetailMapConfiguration






bumpLevelSearch playground for bumpLevel

bumpLevel: number

Defines how strong the bump effect from the detail map is Bigger values mean stronger effect

diffuseBlendLevelSearch playground for diffuseBlendLevel

diffuseBlendLevel: number

Defines how strongly the detail diffuse/albedo channel is blended with the regular diffuse/albedo texture Bigger values mean stronger blending

isEnabledSearch playground for isEnabled

isEnabled: boolean

Enable or disable the detail map on this material

Readonly markAllDefinesAsDirtySearch playground for markAllDefinesAsDirty

markAllDefinesAsDirty: () => void

Helper function to mark defines as being dirty.

Type declaration

    • (): void
    • Returns void

nameSearch playground for name

name: string

Defines the name of the plugin

normalBlendMethodSearch playground for normalBlendMethod

normalBlendMethod: number

The method used to blend the bump and detail normals together

prioritySearch playground for priority

priority: number

Defines the priority of the plugin. Lower numbers run first.

registerForExtraEventsSearch playground for registerForExtraEvents

registerForExtraEvents: boolean

Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)

roughnessBlendLevelSearch playground for roughnessBlendLevel

roughnessBlendLevel: number

Defines how strongly the detail roughness channel is blended with the regular roughness value Bigger values mean stronger blending. Only used with PBR materials

textureSearch playground for texture

The detail texture of the material.


addFallbacksSearch playground for addFallbacks

  • Add fallbacks to the effect fallbacks list.


    • defines: MaterialDefines

      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.

bindForSubMeshSearch playground for bindForSubMesh

collectDefinesSearch playground for collectDefines

  • collectDefines(defines: {}): void
  • Collects all defines.


    • defines: {}

      The object to append to.

      • [name: string]: { default: any; type: string }
        • default: any
        • type: string

    Returns void

copyToSearch playground for copyTo

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


    Returns void

disposeSearch playground for dispose

  • dispose(forceDisposeTextures?: boolean): void
  • Parameters

    • Optional forceDisposeTextures: boolean

    Returns void

fillRenderTargetTexturesSearch playground for fillRenderTargetTextures

getActiveTexturesSearch playground for getActiveTextures

  • getActiveTextures(activeTextures: BaseTexture[]): void

getAnimatablesSearch playground for getAnimatables

getClassNameSearch playground for getClassName

  • getClassName(): string

getCustomCodeSearch playground for getCustomCode

  • getCustomCode(shaderType: string): Nullable<{}>
  • Returns a list of custom shader code fragments to customize the shader.


    • shaderType: string

      "vertex" or "fragment"

    Returns Nullable<{}>

    null if no code to be added, or a list of pointName => code. Note that pointName can also be a regular expression if it starts with a !. In that case, the string found by the regular expression (if any) will be replaced by the code provided.

getSamplersSearch playground for getSamplers

  • getSamplers(samplers: string[]): void

getUniformBuffersNamesSearch playground for getUniformBuffersNames

  • getUniformBuffersNames(ubos: string[]): void
  • Gets the uniform buffers names added by the plugin.


    • ubos: string[]

      list that the ubo names should be added to.

    Returns void

getUniformsSearch playground for getUniforms

  • getUniforms(): { fragment?: string; ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string }
  • Returns { fragment?: string; ubo?: Array<{ name: string; size: number; type: string }>; vertex?: string }

    • Optional fragment?: string
    • Optional ubo?: Array<{ name: string; size: number; type: string }>
    • Optional vertex?: string

hardBindForSubMeshSearch playground for hardBindForSubMesh

  • Binds the material data (this function is called even if mustRebind() returns false)


    • 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.

    • subMesh: SubMesh

      the submesh to bind data for

    Returns void

hasRenderTargetTexturesSearch playground for hasRenderTargetTextures

  • hasRenderTargetTextures(): boolean
  • Gets a boolean indicating that current material needs to register RTT

    Returns boolean

    true if this uses a render target otherwise false.

hasTextureSearch playground for hasTexture

isReadyForSubMeshSearch playground for isReadyForSubMesh

  • isReadyForSubMesh(defines: MaterialDetailMapDefines, scene: Scene, engine: Engine): boolean

parseSearch playground for parse

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


    • source: any

      Serialized object.

    • scene: Scene

      Defines the scene we are parsing for

    • rootUrl: string

      Defines the rootUrl to load from

    Returns void

prepareDefinesSearch playground for prepareDefines

  • prepareDefines(defines: MaterialDetailMapDefines, scene: Scene): void

serializeSearch playground for serialize

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

    Returns any

    • An object with the serialized config.


  • Constructor
  • Property
  • Method
  • Property
  • Method
  • Inherited property
  • Inherited method
  • Static property
  • Static method