Interface IEffectCreationOptions
attributes: string[];
defines: any;
disableParallelShaderCompilation?: boolean;
existingPipelineContext?: IPipelineContext;
extraInitializationsAsync?: () => Promise<void>;
fallbacks: Nullable<IEffectFallbacks>;
indexParameters?: any;
maxSimultaneousLights?: number;
multiTarget?: boolean;
onCompiled: Nullable<(effect: Effect) => void>;
onError: Nullable<(effect: Effect, errors: string) => void>;
processCodeAfterIncludes?: Nullable<ShaderCustomProcessingFunction>;
processFinalCode?: Nullable<ShaderCustomProcessingFunction>;
samplers: string[];
shaderLanguage?: ShaderLanguage;
transformFeedbackVaryings?: Nullable<string[]>;
uniformBuffersNames?: string[];
uniformsNames: string[];
}
Index
Properties
Properties
attributes
Attributes that will be used in the shader.
defines
Define statements that will be set in the shader.
Optionaldisable Parallel Shader Compilation
If set to true the shader will not be compiles asynchronously, even if the engine allows it.
Optionalexisting Pipeline Context
Provide an existing pipeline context to avoid creating a new one
Optionalextra Initializations Async
Additional async code to run before preparing the effect
fallbacks
Possible fallbacks for this effect to improve performance when needed.
Optionalindex Parameters
Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
Optionalmax Simultaneous Lights
Max number of lights that can be used in the shader.
Optionalmulti Target
Is this effect rendering to several color attachments ?
on Compiled
Callback that will be called when the shader is compiled.
on Error
Callback that will be called if an error occurs during shader compilation.
Optionalprocess Code After Includes
If provided, will be called two times with the vertex and fragment code so that this code can be updated after the #include have been processed
Optionalprocess Final Code
If provided, will be called two times with the vertex and fragment code so that this code can be updated before it is compiled by the GPU
samplers
Sampler texture variable names that will be set in the shader.
Optionalshader Language
The language the shader is written in (default: GLSL)
Optionaltransform Feedback Varyings
Optionaluniform Buffers Names
Uniform buffer variable names that will be set in the shader.
uniforms Names
Uniform variable names that will be set in the shader.
Options to be used when creating an effect.