Name | Summary |
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SceneMaterial | constructor(texture: SceneTexture, alphaMode: AlphaMode = AlphaMode.OPAQUE, shader: String = "") |
Name | Summary |
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Companion | object Companion |
Name | Summary |
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handle | var handle: Long |
params | var params: Array<SceneMaterialAttribute>? |
texture | var texture: SceneTexture? |
textures | var textures: <Error class: unknown class> |
Name | Summary |
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destroy | fun destroy() |
fun getAttributeIndex(name: String): Int | |
setAlbedoColor | fun setAlbedoColor(color: <Error class: unknown class>) |
setAlbedoTexture | fun setAlbedoTexture(texture: SceneTexture?) |
setAttribute | fun setAttribute(index: Int, v: Vector4) fun setAttribute(index: Int, v: SceneTexture?) fun setAttribute(name: String, v: Vector4) fun setAttribute(name: String, v: SceneTexture?) |
setBlendMode | fun setBlendMode(blendMode: BlendMode) |
setColorWrite | fun setColorWrite(mask: Int) |
setDepthTest | fun setDepthTest(depthTest: DepthTest) |
setDepthWrite | fun setDepthWrite(depthWrite: DepthWrite) |
setMetalRoughness | fun setMetalRoughness(roughness: Float) |
setRepeat | fun setRepeat(scaleX: Float, scaleY: Float, offsetX: Float, offsetY: Float) |
setRoughness | fun setRoughness(roughness: Float) |
setRoughnessMetallicness | fun setRoughnessMetallicness(roughness: Float, metallicnesss: Float) |
setSidedness | fun setSidedness(sidedness: MaterialSidedness) |
setSortOrder | fun setSortOrder(sortOrder: SortOrder) |
setStereoMode | fun setStereoMode(mode: StereoMode) |
setTexture | fun setTexture(binding: String, texture: SceneTexture) |
setUnlit | fun setUnlit(isUnlit: Boolean) |
Name | Summary |
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HOLE_PUNCH_PANEL_SHADER | val HOLE_PUNCH_PANEL_SHADER: String Shader similar to HOLE_PUNCH_SHADER but instead factors in the transparency of the base color (panel). This shader will likely need to be used if you have transparency in your panel so we don’t have to punch holes on the areas that are transparent. If you are setting this on your panel, you will likely need to use forceSceneTexture = true . |
HOLE_PUNCH_SHADER | val HOLE_PUNCH_SHADER: String Hole punch shader to indescriminately punch holes on the geometry. Hole punching is used to cut out space for layers to be rendered. |
PHYSICALLY_BASED_SHADER | val PHYSICALLY_BASED_SHADER: String Our default physically based renderer. This is complete with lighting and IBL. Has the highest graphical fidelity but is also the most compute intensive |
TEXTURED_UNLIT_SHADER | val TEXTURED_UNLIT_SHADER: String |
UNLIT_SHADER | val UNLIT_SHADER: String |
Name | Summary |
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custom | fun custom(shader: String, params: Array<SceneMaterialAttribute>): SceneMaterial |
depthOnly | fun depthOnly(isPrePass: Boolean): SceneMaterial |
passthrough | fun passthrough(): SceneMaterial |